Earthglide and Drag maneuver


Rules Questions

Grand Lodge

1 person marked this as FAQ candidate.

Hi could you guys help me out?
Is it allowed to drag some one down in the ground with earthglide?
Stone Oracle revelation granting earthglide states that you can bring another creature with you.
Could you leave an opponement entombed after dragging him under?

Drag rules:
Source: Advanced Player's Guide.

You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.

Lantern Lodge

*Khan* wrote:

Hi could you guys help me out?

Is it allowed to drag some one down in the ground with earthglide?
Stone Oracle revelation granting earthglide states that you can bring another creature with you.
Could you leave an opponement entombed after dragging him under?

Drag rules:
Source: Advanced Player's Guide.

You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.

I believe the floor is solid :P.

Grand Lodge

The point of earthglide is that the floor is no longer solid to you.


Correct, it is no longer solid to you, but it is still solid to them. You cannot drag them into the ground.

The stone oracle clause is similar to just about every other transportation effect, it is intended for voluntary travelers coming with you. It does not override the text that states you cannot move a creature into a solid object.

Honestly, this is an attempt to bypass normal rules and effectively achieve no-save insta-kills. Don't expect it to be allowed at most tables.


The fact that there is a monk archetype with this ability...and it is a high level ability that costs ki that is usuable once per day and it is meant for more of an NPC race (cause druegars)... tells me that this is most likely a special exception for Gray Disciple monks and you normally can't do this with regular earthglide.

Also, other creatures seem to get a reflex save or die, and if they make the save they still take 5d6 damage as they are shunted out to an adjacent square.


Only if your pulling them through sand or quicksand I think..

Otherwise the ground is too solid for everyone else.


burrow and earth glide both have tons of lack of clarity issues, I've collected as many as I could think of here, I'd appreciate and FAQ click.
http://paizo.com/threads/rzs2sw2v?Collected-burrow-and-earth-glide-question s#1

The version you have has the handy mention of being able to transport other people, which is interesting, but there's five or six versions of earth glide so its hard to know what it's for.

The note about the Duergar monk ability falls under the same problem of too many types of earth glide. Is it a PRC with a cool ability high up in the levels, or one of many PRCs with a flavor heavy ability that could easily be accomplished by a full caster levels earlier. We don't really know.


1 person marked this as FAQ candidate.

New question, just for fun:

You summon a creature with Earth Glide and Swallow Whole.

It does what you'd expected.

What happens when the summon expires with the victim in its stomach while underground?


That should work fine. Because your not part of the creature... I think

caue there are examples of swallow hole and plane shifting i thought.

Grand Lodge

Thanks for all your answers.
What about a sleeping or helpless victim?


pulling them into the ground?
wlel if helpless... kill them. they become an object. you can take objects with you as per the spells common sense (you dont go naked)


Zwordsman wrote:

pulling them into the ground?

wlel if helpless... kill them. they become an object. you can take objects with you as per the spells common sense (you dont go naked)

yeah...no one is going to complain if you use this to clean up evidence.

Since there is a certain connection between earth and death (for example, there is even a lich-like template made for druids that emphasizes this), you could make this into an interesting NPC idea. An earth gliding killer hiding his victims in the ground, and then when confronted he uses some undead making spell to force them to fight for him.

The Exchange Owner - D20 Hobbies

Gauss wrote:
Correct, it is no longer solid to you, but it is still solid to them. You cannot drag them into the ground.

+1

Grand Lodge

Does the grappling rules allow me to use earthglide as mentioned above?

See the rule i'm refering to here:

... Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.


You can't drag a creature underground with Earthglide (unless you eat them).

You could with Burrow though.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The ground is traditionally solid to equipment as well. However, when you earthglide, you can take your gear with you (unless the intent was that you needed to be naked--rendering the class ability utterly useless). If your sword is in hand, or your components are in your pouch, they all go with you.

Ergo, if an opponent is in your possession, they can go with you as well. It's only logical.


Do we have sufficient rules somewhere regarding burrow that describe how much of your body is required to do so?

also, he has a specific brand of earth glide that allows passengers without specifying willing passengers. It would cost him a minute of his 1 minute per level earth glide to bring someone down with him, but it looks like it should work.

Grand Lodge

The Drag maneuver implies that you can not move your victim to an hazardous location, but the grappling rules states the opposite as long as it is an adjacent square and the victim gets an additional save +4.
What do you think?


Move gives rules for putting them in danger. This is also how many chances to save 4?
grapple on your turn,
escape on their turn,
grapple on your turn to move them
and the free escape from dangerous movement at +4.

It's not terribly efficient and most NPCs won't be easy to grapple, so this is more a matter of whether or not you feel that PCs should be in danger of this maneuver in your games.


Assuming you wanted to keep it fairly balanced for friend and foe alike; if you made it so the character had to be pinned first, then it would be almost perfectly in line with grapple/pin/bind/coupedegras.

Right now it's at the same level as a second level order of the penitent cavalier who can skip the pin step.


*Khan* wrote:

The Drag maneuver implies that you can not move your victim to an hazardous location, but the grappling rules states the opposite as long as it is an adjacent square and the victim gets an additional save +4.

What do you think?

Grapple and drag are different.


cripes, yeah, I assumed drag was a variant on reposition. Drag requires an obstacle free spot, which burrow or glide certainly don't provide.

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