What part of the round do you start falling??


Rules Questions


Hi,

The situation is this.

A monster with Awesome blow knocks a pc of a high cliff. The character that is after the monster in turn order wants to jump after in order to get a hold of the fist charachter to use dimesion door to get them up again. I see that you fall about 500 feet the first round but how far has the character come in this scenario?? Now i have 2 questions..

Second question is if you use dimesion door or teleport while falling does this stop you falling speed??

The Exchange

Forced movement, like that from awesome blow or even suddenly falling, happens on the active characters turn.

There are no rules for carry over momentum...DM call


Weaponbreaker wrote:

Forced movement, like that from awesome blow or even suddenly falling, happens on the active characters turn.

There are no rules for carry over momentum...DM call

And by Active character you mean the monster?


GladOS wrote:
Momentum, a function of mass and velocity, is conserved between portals. In layman's terms, speedy thing goes in, speedy thing comes out.

Unfortunately for your falling PC, Weaponbreaker is right. The falling happens instantaneously.

This is exactly the situation feather fall is designed for.

How tall is this cliff, anyway?


Thanis Kartaleon wrote:
GladOS wrote:
Momentum, a function of mass and velocity, is conserved between portals. In layman's terms, speedy thing goes in, speedy thing comes out.

Unfortunately for your falling PC, Weaponbreaker is right. The falling happens instantaneously.

This is exactly the situation feather fall is designed for.

How tall is this cliff, anyway?

The Cliff is about 800 feet.


The answer you need is under the Falling section of the rules. Yes, I agree, it should probably be repeated under the Conjuration or Conjuration (Teleport) descriptions in the Magic section.

Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

Sooo, maybe good to keep a permanent solid fog or web spell around to teleport into the top of.

Edited after some thought: Or just, you know, cast solid fog or web underneath you instead of teleport. That would be effective too. Also, pray to God you aren't one of those PCs with freedom of movement up all the time, because I will laugh my arse off for sure at you.


Pizza Lord wrote:

The answer you need is under the Falling section of the rules. Yes, I agree, it should probably be repeated under the Conjuration or Conjuration (Teleport) descriptions in the Magic section.

Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

Sooo, maybe good to keep a permanent solid fog or web spell around to teleport into the top of.

Edited after some thought: Or just, you know, cast solid fog or web underneath you instead of teleport. That would be effective too. Also, pray to God you aren't one of those PCs with freedom of movement up all the time, because I will laugh my arse off for sure at you.

Well now that you mentione it the charachter that jumps after has liberation domain and has activated the area effect.. :)


Scanc wrote:
Well now that you mentione it the charachter that jumps after has liberation domain and has activated the area effect.. :)

::smiles evilly::

Now those are the moments I live for, as a DM.


The funny thing about jumping after, like in the movies, is that it doesn't actually work. Objects fall at a constant acceleration, remember? You need thousand/s of metres (IE from a skydive) with the original faller deliberatelly stalling and not in tumble for it to work.

Your friend jumps off, doesn't catch up and they both splat at the bottom.

Sovereign Court

I'd have to consult my sources* but I believe you only start falling after succeeding on a perception check to see that you are no longer standing on firm ground.

*sources include Wile E Coyote/Road Runner cartoons.


Talon Stormwarden wrote:
I'd have to consult my sources* but I believe you only start falling after succeeding on a perception check to see that you are no longer standing on firm ground.

That's always a shock to the guy who courageously and quick-thinkingly dove off the cliff to catch you.

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