Ranged Trip

Ranged Trip (Combat, Targeting)
A shot to the leg causes your foe to fall prone.
Prerequisite(s): Deadly Aim
Benefit(s): As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can’t be knocked prone by failing the trip attempt.


(BAB +6, weapon training (ranged weapon)): You don’t take the –2 penalty for making trip attempts with a ranged weapon, and you can attempt special ranged trip combat maneuver checks against flying creatures. If the combat maneuver succeeds, the target falls at a rate of up to 100 feet per round (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 feet per round) until it hits the ground. Upon impact, it falls prone and takes falling damage (half the normal damage if it fell 100 feet per round; otherwise, normal damage for the distance fallen). A falling creature is considered entangled until it hits the ground, but it can attempt an Acrobatics check at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally.

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