Create Pit 'Jump to safty', Opportunity Attack?


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When a figure makers its Reflex save to not fall in a Create Pit it may 'jump to safety'. Would this move trigger an opportunity attack? Im assuming they could just fall in the pit so its their choice! *grin*

Wakrob


No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Liberty's Edge

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Byakko wrote:

No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Not true. "Moving out of a threatened square usually provokes AoOs"

No reference to move actions there

I would say the jumping does provoke. Movements that do not provoke clearly say so

Liberty's Edge

If you go by that interpretation, Raven Black, then people would provoke an AoO whether they save or not, as falling into the pit would still be moving out of a threatened square.

I believe forced movement does not provoke AoOs unless the forced movement says otherwise.

Liberty's Edge

Samish Lakefinder wrote:

If you go by that interpretation, Raven Black, then people would provoke an AoO whether they save or not, as falling into the pit would still be moving out of a threatened square.

I believe forced movement does not provoke AoOs unless the forced movement says otherwise.

This is often interpreted as such (and I quite agree BTW), though I am not sure if there is actually some explicit RAW about this.

More precisely, it is generally understood (and used in several feats' wording) that you do not incur AoOs for involuntary movement forced by an opponent, but that you do for movement caused by an ally.

But here the jumping is voluntary, not forced.


The Raven Black wrote:
Byakko wrote:

No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Not true. "Moving out of a threatened square usually provokes AoOs"

No reference to move actions there

I would say the jumping does provoke. Movements that do not provoke clearly say so

Incorrect.

Read the preface to the section:

"Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square."

Thus, the movement they are referring to is movement resulting from an action, the most common of which is the Move Action.

Movement resulting from things other than your actions do not provoke.

Silver Crusade

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Byakko wrote:
The Raven Black wrote:
Byakko wrote:

No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Not true. "Moving out of a threatened square usually provokes AoOs"

No reference to move actions there

I would say the jumping does provoke. Movements that do not provoke clearly say so

Incorrect.

Read the preface to the section:

"Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square."

Thus, the movement they are referring to is movement resulting from an action, the most common of which is the Move Action.

Movement resulting from things other than your actions do not provoke.

*head* *desk*

*head* *desk*

*head* *desk*


Wakrob wrote:

When a figure makers its Reflex save to not fall in a Create Pit it may 'jump to safety'. Would this move trigger an opportunity attack? Im assuming they could just fall in the pit so its their choice! *grin*

Wakrob

Reflex saves vs many spell effects often infer defensive movement in the assumptions. Nowhere in the rules have I seen any indication whatsoever that they give attacks of opportunity.

A good rule of thumb is 'if the spell does not explicitly state it does something then it doesn't'.

Reflex saves of themselves are not 'actions' or actual movement and they are not listed anywhere as triggers for AoO's.

While GM's can of course rule otherwise, it is not standard as per the published rules.

Just like you do not get an AoO against someone who makes a reflex save vs a fireball.

Liberty's Edge

Gilfalas wrote:
Wakrob wrote:

When a figure makers its Reflex save to not fall in a Create Pit it may 'jump to safety'. Would this move trigger an opportunity attack? Im assuming they could just fall in the pit so its their choice! *grin*

Wakrob

Reflex saves vs many spell effects often infer defensive movement in the assumptions. Nowhere in the rules have I seen any indication whatsoever that they give attacks of opportunity.

A good rule of thumb is 'if the spell does not explicitly state it does something then it doesn't'.

Reflex saves of themselves are not 'actions' or actual movement and they are not listed anywhere as triggers for AoO's.

While GM's can of course rule otherwise, it is not standard as per the published rules.

Just like you do not get an AoO against someone who makes a reflex save vs a fireball.

Here the spell explicitly states that making the reflex save means you jump to safety in the nearest open space.

Such a text does not appear in Fireball.


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The Raven Black wrote:

Here the spell explicitly states that making the reflex save means you jump to safety in the nearest open space.

Such a text does not appear in Fireball.

True but what it does NOT explicitly state is that this is movement that can cause an AoO. It merely says that the result of the save is to place a figure in the closest clear square.

No, the enemy making their saves does not give you a free attack.

The Exchange

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You know, with the number of times I've seen the does forced movement provoke debate I'm really surprised that there hasn't been an FAQ on it.


Byakko wrote:
The Raven Black wrote:
Byakko wrote:

No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Not true. "Moving out of a threatened square usually provokes AoOs"

No reference to move actions there

I would say the jumping does provoke. Movements that do not provoke clearly say so

Incorrect.

Read the preface to the section:

"Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square."

Thus, the movement they are referring to is movement resulting from an action, the most common of which is the Move Action.

Movement resulting from things other than your actions do not provoke.

Equivocation Fallacy. Action can mean a specific game-system action, or it can use the general meaning of "something that you do". For instance, an AoO is not an action. But if someone tries to use their AoO to trip an opponent, and they provoke because they don't have Improved Trip, their trip will still provoke an AoO despite it not being made as part of a systematic action. Likewise, in the case of Charge, the Charge action, itself, doesn't provoke an AoO. But the movement made as part of the Charge action does provoke. The movement isn't an action; it's made as part of an action. But the movement still provokes. Lastly, several instances of forced movement in the rules will outright and explicitly indicate that the forced movement does not provoke. There would be no purpose in doing so if forced movement didn't provoke by default. Hence, movement (traveling from one square to another), willing or forced, as part of a systematized action or not, will provoke an AoO.


arent AoO's immediate actions?

Also, in most instances you have to take a feat (such as greater bull rush or greater overrun) to make forced movements provoke AoO's, which to me sounds like it shouldn't be given out for free to anyone.

The Exchange

Correct you have to take greater bull rush to make it provoke because bull rush specifically says that it does not provoke.


eh, gonna run into the seething pit of worms that is the martial/caster differences.

A martial has to have (without special class/archetype abilities granting free feats) 3 feats and 6 levels to make forced movement provoke. If create pit can do the same thing it means a wizard/sorc just needs to stay alive until level 3/4. seems a bit unbalanced imo, but on the other hand i'd probably reward the cleverness of a group that tried to set it up as an ambush with a caster and a martial with reach by handwaving it.


Ridiculon wrote:

arent AoO's immediate actions?

Also, in most instances you have to take a feat (such as greater bull rush or greater overrun) to make forced movements provoke AoO's, which to me sounds like it shouldn't be given out for free to anyone.

No, AoOs aren't immediate actions.

Also, Greater Bull Rush allows AoO from forced movement because Bull Rush, by default, explicitly prohibits it.

PRD wrote:
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat.

What would be the point of singling out the movement from Bull Rush as not provoking an AoO if forced movement, in general, doesn't provoke an AoO already?

Having forced movement, such as a reflex to jump away from danger, falling because the ground gave out under you, etc., provoke an AoO is just one of those things that most people don't really even consider because they'd rather not bother with keeping track. Here's another one for you; when a character falls unconscious and is then healed back up to positive HP, do you make them stand up from prone or do you say that they were standing up while unconscious?


Kazaan wrote:
Byakko wrote:
The Raven Black wrote:
Byakko wrote:

No AoO.

Move actions provoke attacks of opportunity. Movement, in of itself, does not.

Not true. "Moving out of a threatened square usually provokes AoOs"

No reference to move actions there

I would say the jumping does provoke. Movements that do not provoke clearly say so

Incorrect.

Read the preface to the section:

"Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square."

Thus, the movement they are referring to is movement resulting from an action, the most common of which is the Move Action.

Movement resulting from things other than your actions do not provoke.

Equivocation Fallacy. Action can mean a specific game-system action, or it can use the general meaning of "something that you do". For instance, an AoO is not an action. But if someone tries to use their AoO to trip an opponent, and they provoke because they don't have Improved Trip, their trip will still provoke an AoO despite it not being made as part of a systematic action. Likewise, in the case of Charge, the Charge action, itself, doesn't provoke an AoO. But the movement made as part of the Charge action does provoke. The movement isn't an action; it's made as part of an action. But the movement still provokes. Lastly, several instances of forced movement in the rules will outright and explicitly indicate that the forced movement does not provoke. There would be no purpose in doing so if forced movement didn't provoke by default. Hence, movement (traveling from one square to another), willing or forced, as part of a systematized action or not, will provoke an AoO.

Oh, look, another person trying to make their argument sound stronger by linking some fallacy. I'll give you credit for at least using one that's arguably relevant.

Yes, you could choose to interpret that use of the word "action" to not be referring to actual actions. You could also arbitrarily decide to apply that logic to just about any keyword anywhere in the rules to wreck havoc with the system. So it's best to err on the side of it being a real use of the word... especially when doing so leads to a more sensible and balanced game.

As to your tangential argument discussing AoOs caused by AoOs, I'll take a moment to address it:

Quote:
Melee Attack: While a melee attack isn't an action type itself, many options and other rules affect melee attacks. Some combat options (such as the disarm and sunder combat maneuvers) can be used anytime you make a melee attack, including attacks of opportunity.
Quote:
Disarm: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

A melee attack isn't an action type itself. You can Disarm whenever you could make a melee attack. Thus you can disarm in a case which isn't an action. The Disarm maneuver provokes an Attack of Opportunity. (these are things you've pointed out)

What you failed to take into account is the "specific beats general rule".

Thus, while the rules for Attacks of Opportunity specify that two types of actions provoke AoOs, this doesn't prevent more specific rules from specifying additional triggers for AoOs. The Disarm maneuver is one such rule that provides an AoO despite sometimes being usable during a non-action.

Now it is upon you to show me where in the rules for falling or making saving throws a more specific rule is given that causes an AoO to happen. Without such a more specific rule, you use the default rules for AoOs, which specify only movement actions provoke.

As for charging, refer to the action table:

Quote:
Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity.

In other words, for any action, if you move out of a threatened square during it, you provoke an attack of opportunity unless otherwise told.

---

Keep in mind that many of the rules we're discussing are quite ancient and there has been significant amount of things added since then, so I'm sure there are examples out there that are harder to explain away. Just keep in mind that the spirit of AoOs is that they are caused by a combatant choosing to do something reckless, and not for them successfully evading something dangerous.


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@Byakko: Occam's Razor only applies when both theories in question are equally plausible. There's nothing arbitrary about determining that "action" can potentially mean two different things within the system; after all, we already know that "hand" does this. The conclusion is derived from analysis of how the rules all fit together. You can't just look at one rules element in a vacuum; it's a system of rules.

So, on the one hand, you claim that "action" is used only as a systematic game term and that, generally, only movement as a result of a systematic action will provoke an AoO. You also go on to claim that, specifically, additional rules can be introduced that make non-actions provoke in specific circumstances.

On the other hand, I claim that "action" is being used generally here and that forced movement not as part of a systematic action can provoke an AoO. No additional assumption is necessary to create specific exceptions in making rules elements that cause provocation in non-actions.

Additionally, as I stated, they felt the need to specifically cite in Bull Rush that the forced movement does not provoke an AoO. If forced movement already didn't provoke, they wouldn't have needed to do that. Thus, to claim that forced movement not as part of an action doesn't provoke leads to an absurd situation. And it isn't just Bull Rush; that was merely a singular example. The exception is noted also in Ki Throw, Pushing Assault, Wave Strike (Shaman), the Geyser spell, etc. These examples come from several different books including some that came out quite recently. Thus, it isn't just an artifact of the D&D source material.

Your claim that it's limited to systematic actions is specious at best and supported by circular reasoning. In reference to the rule, "Regardless of the action...", you re-phrased it as, "for any action" which, I understand you to be implying, "for any [systematic] action [only]". You are relying on the conclusion of "provocation, by default, is limited to systematic actions; some non-systematic actions are exceptions" as a fundamental premise. I, on the other hand, have demonstrated a clear and repeated counter-example in which situations that wouldn't normally be included under the default are cited as not provoking and, furthermore, no additional distinction between systematic and non-systematic actions is necessary. The exception proves the unwritten rule. Your conclusion has no actual support whereas mine does; thus, mine is more plausible and, no matter how "simple" yours might be, no matter how cautious you want to be, you need equal support for theories to be in competition in the first place (and for matters of simplicity and fewer assumptions to even matter).

In regards to the spirit of AoOs, you've boiled it down a bit too much.

PRD wrote:
Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. See the Attacks of Opportunity diagram for an example of how they work.

The most important thing to consider is that an AoO represents taking advantage of a discrete and provisional lapse in defense. Whether that lapse in defense is deliberate or inadvertent is inconsequential. If you get knocked back by Bull Rush and your attacker happens to have Greater Bull Rush, how is that an example of you doing something reckless? Did you "recklessly" fail to have a high enough CMD? How can the ground collapse out from under you without causing a lapse in defense? How is it that you can reflexively jump away from danger but still have the opportunity to maintain your defenses? It makes absolutely no sense that, if you are threatened by an enemy who could make an AoO against you if you choose to move away, they could not make an AoO just because the ground collapsed under you or you suddenly jumped away to safety. They were already in the position to threaten you; it's not like they gained any undue advantage.

Liberty's Edge

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You guys are trying to add an effect on a spell on a successful save.
The effects are very simple:

- Saving Throw Reflex negates
- Reflex saving throw to jump to safety in the nearest open space

Neither say "provoking an AoO"
Spells do what they say they do. Adding effects because you like to make them more powerful is a bad idea.

If your idea that "jump to safety" is some form of movement, a creature that has used all of its movement the previous turn can't make the save? It can't try it if it has used a 5' step? If it is unable to jump?
If it is unconscious? Helpless? Pinned?
None of the above negate the ability to try a reflex saving throw, albeit at high penalties. But they negate the ability to move.
So if we assume that "jump to safety" is a form of movement, de should suppose that you need to be able to move to try the save, something that contradict the rules.


As a GM I would note that the potential for abuse is smellable.
(That is the point of it, isn't it?)
I am not the one to argue whether it can be justifiable as RAW or RAI, since that is not my primary concern as a GM. (I did not see any PFS flags here.)


It sucks, but like someone mentioned above, Paizo has not ruled on this.

It is impossible to be sure. Logic states that because there are so many, "movement in this way does not provoke an AoO" phrases in the rules and that phrase is missing from here, that it is very possible that an AoO would be provoked.

Same goes for any spell or effect that moves someone against their will but does not have the disclaimer.

There is also merit to the idea that it does not provoke because so many forms of forced movement don't.

But all you logic geeks (said with love) have to realize that you can't prove either side.


Not getting into the Forced/Involuntary movement aspect, I will just say that I believe in this case that the movement to the nearest open square is free and also free of Attack of Opportunity. This is similar to finding yourself in an illegal or occupied square and being placed in the nearest legal one.

Not that I would necessarily consider it abusive, since the caster is unlikely to have a great AoO chance and if an ally doesn't have reach they will be either in the pit area or on the edge and also prone to falling in. In the cases where such an AoO situation against a target who makes their save against the spell occurs, however, you could get situations where a character saves, but then gets tripped or grappled or some other movement impeding situation from the AoO and that causes more problems in itself.
Target: "I pass the Reflex save, I jump to a legal square."
Caster ally:"He's moving? I take an AoO to trip him before he moves, so he falls prone and can't save. or
"I grapple him with my AoO and hold him place so he can't move to jump out the way, then release him as a free action."

'Fairness-wise', because the target has just succeeded I am not inclined to put them in a double-jeopardy type situation. Just my stance on it. This wouldn't apply if there were actually no free space nearby to leap to.


Pizza Lord wrote:
Not that I would necessarily consider it abusive, since the caster is unlikely to have a great AoO chance

It is unlikely the caster would be the one making the AoO's.

He is, however, likely to have 2-3 friends engaged with the target(s).


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Snowlilly wrote:
Pizza Lord wrote:
Not that I would necessarily consider it abusive, since the caster is unlikely to have a great AoO chance

It is unlikely the caster would be the one making the AoO's.

He is, however, likely to have 2-3 friends engaged with the target(s).

Yes, which I also pointed out would either be reach weapon wielders or have to be standing at the edge of the pit to reach the jumping character (the edge of a create pit is sloped and they might fall in, though if they don't end their turn there they would be fine.)

Mostly it's the fact that if you allow an AoO, it could result in an attack involving a CMD like trip, grapple, or bullrush, which by the very nature of AoO, would occur before the movement. Thus I don't necessarily consider it 'abusive' as it's actually a tactical and planned on strategy if you've got your party trained to position for such an occurrence, but it is certainly 'unfair' to a target making his save, which should move them clear of the pit.

If you do allow for AoO, be prepared for such characters to swap their attacks for Bullrushes, which if successful automatically state they drop the target into the pit and also they could fairly ask for you to grant penalties, since the target is technically off-balance with poor footing. I just don't see that being a desired outcome. So again, I say no, not because of abuse (though certainly abuse-able), but because making the save implies the target is clear of the spell's effect for the immediate time being.


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Pizza Lord wrote:


Mostly it's the fact that if you allow an AoO, it could result in an attack involving a CMD like trip, grapple, or bullrush, which by the very nature of AoO, would occur before the movement.

In this case, relocation of the character after s successful save is not "movement". Prone/grappled characters that passed their reflex save are still placed on the nearest safe square.

Reading the rules as a whole, instead of taking specific sections out of context, I would say forced movement does not provoke without specific feats or abilities.


Kazaan wrote:
... movement provokes unless you're told otherwise. It's right there in the rules.

I think your wall of text is beautifully written and the logic checks out. I think Diego's point here,

Diego Rossi wrote:

If your idea that "jump to safety" is some form of movement, a creature that has used all of its movement the previous turn can't make the save? It can't try it if it has used a 5' step? If it is unable to jump?

If it is unconscious? Helpless? Pinned?
None of the above negate the ability to try a reflex saving throw, albeit at high penalties. But they negate the ability to move.
So if we assume that "jump to safety" is a form of movement, de should suppose that you need to be able to move to try the save, something that contradict the rules.

is the next thing that needs to be taken into consideration. It fits with the internal consistency of the rules and (at least my own) logical analysis.

If the reflex save isn't a form of movement then it does not fall under the set of actions that provokes by default. The spell also does not include specific language stating that a successful save provokes in this situation.

So (from my pov) the point in contention here is whether or not the reflex save is a form of movement within the rules system(obviously the character is moving), and I think Diego's evidence strongly suggests that it is not.


Ridiculon wrote:
Kazaan wrote:
... movement provokes unless you're told otherwise. It's right there in the rules.

I think your wall of text is beautifully written and the logic checks out. I think Diego's point here,

Diego Rossi wrote:

If your idea that "jump to safety" is some form of movement, a creature that has used all of its movement the previous turn can't make the save? It can't try it if it has used a 5' step? If it is unable to jump?

If it is unconscious? Helpless? Pinned?
None of the above negate the ability to try a reflex saving throw, albeit at high penalties. But they negate the ability to move.
So if we assume that "jump to safety" is a form of movement, de should suppose that you need to be able to move to try the save, something that contradict the rules.

is the next thing that needs to be taken into consideration. It fits with the internal consistency of the rules and (at least my own) logical analysis.

If the reflex save isn't a form of movement then it does not fall under the set of actions that provokes by default. The spell also does not include specific language stating that a successful save provokes in this situation.

So (from my pov) the point in contention here is whether or not the reflex save is a form of movement within the rules system(obviously the character is moving), and I think Diego's evidence strongly suggests that it is not.

Movement is traveling from one square to another. A move action is limited by your speed, but that doesn't logically extend to limiting movement prompted by other rules elements. Now, there are some rules elements that involve moving off-turn and they explicitly specify that you deduct that movement from the following turn, but none of that implies that having used your entire movement on the previous turn prohibits you from using granted movement as part of an off-turn rules element. The previous turn is said and done; it's locked in. The general concept for turn order is that anything that happens off-turn is credited to your next available turn (eg. using an immediate action off-turn is counted as the swift action for your next turn, reacting with a 5' step off-turn counts as the 5' step for your next turn, etc).

As far as unconscious, helpless, or pinned creatures go, they can't do anything anyway. How is an unconscious character supposed to make a reflex save and jump to a nearby square?

It's basically the same argument that Byakko was trying to make; movement as the result of an action vs forced movement being different. Sometimes, forced movement explicitly calls out that it doesn't provoke (see examples I provided above). Other times, it doesn't (eg. a grappler moving you adjacent, reflex save to avoid create pit, etc.) I find that distinction meaningful in that it has been consistently repeated across several books. Now, that having been said, I will allow for the possibility that the movement for the reflex save on Create Pit wasn't intended to provoke; but that is an error in the writing, not a matter of ambiguity in the rules. That's a matter for an errata to correct the error. But, as it's written now, this is the logical conclusion: movement due to the reflex save to avoid Create Pit can provoke an AoO because movement (traveling from one square to another) provokes by default and Create Pit doesn't exempt this movement from that rule (as some other rules elements do). This AoO can, potentially, set up a "double-jeopardy" situation where you succeed at the save, but the AoO renders you incapable of moving (the same as any rules element where succeeding involves a provoking action). And it isn't like a trip is an auto-success; you still have the opportunity for the AoO-er to fail their trip check.


Kazaan wrote:
As far as unconscious, helpless, or pinned creatures go, they can't do anything anyway. How is an unconscious character supposed to make a reflex save and jump to a nearby square?

You always get saves, no condition prevents you from making saves (even unconsciousness and reflex saves). The (apologetic/internal) logic here is that even though your character may not be able to move, they may still get lucky. There are plenty of mechanics for reducing saves, or forcing rerolls, but there aren't any for outright denying them (aside from the character's own choice in giving one up for a 'willing creature' type situation).

This is why Diego's evidence is so strong imo, a save is its own game mechanic and is worth considering as an answer to this question (aka, you are making a save and not any type of game-defined move action, saves are not on the default list of actions that provoke).

Liberty's Edge

Kazaan wrote:
As far as unconscious, helpless, or pinned creatures go, they can't do anything anyway. How is an unconscious character supposed to make a reflex save and jump to a nearby square?

You see something saying that you can't make a reflex save here?

PRD wrote:

Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Nothing about automatically falling it if paralyzed in the magic chapter, too:

PRD wrote:

Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success.

Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this quality.

A unattended magical object can make a reflex save, but it can't move by itself at all.

I don't know any piece of the rules that say that you can't try a reflex save while paralyzed, unconscious, etc., while I know several pieces of the rules that say that you are subject to an effect that require a reflex save you can try it, no exception listed.

So you are making a statement that contradict the rules. You have some citation that support your position?

Liberty's Edge

People like pointing out the wording in Bull Rush to show that movement generally provokes. I think Bull Rush is worded like it is to show a change from D&D 3.5 was intentional and not an unintended change from editing.

Here is the 3.5 Bull Rush text.

"First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)"

For people switching from 3.5 to Pathfinder it seemed like there was an effort to remove cases where forced movement provoked.


PRD wrote:

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

...

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

A helpless creature is incapable of moving. So if the reflex save means moving, it can't be done. Luck doesn't make you roll uphill.


And yet they get a save anyway *shrug*. It doesn't make much sense but that's how saves work, having 0 Dex does not prevent you from making a reflex save.

Dex is the modifier you add to ref saves, but you have a base ref score and even if it is 0 (or negative in the case of helplessness) you still get to roll the d20.


Ridiculon wrote:

And yet they get a save anyway *shrug*. It doesn't make much sense but that's how saves work, having 0 Dex does not prevent you from making a reflex save.

Dex is the modifier you add to ref saves, but you have a base ref score and even if it is 0 (or negative in the case of helplessness) you still get to roll the d20.

Yes, you'd still get a save; but you couldn't move as a result of it even if you succeeded if you have some adverse status that sets your Dex to zero since, as quoted, "A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious)." Even if you succeed at the reflex save, you cannot jump out of the way if you are immobile. Here, I'll set up an illustrative scenario:

A character makes an acrobatics check to jump a gap. They fail by 3 points and are entitled to make a reflex save to grab the edge of the far ledge. But, as they are jumping, a flying enemy takes an AoO as the character jumps past. The AoO renders the jumper paralyzed, unconscious, or any other condition that sets their Dex to zero. Now, by your logic, the jumper, while unconscious or paralyzed, gets a reflex save to grab the far ledge and, if successful, the unconscious or paralyzed character can hold on to the far ledge to keep themselves from falling... while paralyzed... or unconscious. By my logic, while the character is entitled to such a save; they cannot capitalize on success since they are incapable of doing so and, as a consequence, they would fall even if they made their save. Which approach sounds more reasonable?


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In the example of becoming paralyzed/unconscious mid jump, I have to point out that AoO's interrupt other actions. If the opponent successfully paralyzes the jumper with an AoO the order of actions is interrupted at the time of the jump and the reflex save never occurs.

Despite the example not being the best to illustrate your point i think i understand what you are trying to say. A different one would be 'your character is paralyzed/unconscious when an alchemist's bomb goes off nearby, roll a reflex save for half'.

The simple fact is that even if you are paralyzed, unconscious, and completely encased in mummy wrappings you still get a ref save within the rules. Reflex saves are not a skill based on Dex, they are not automatically turned off if your Dex is 0. Furthermore, you get the benefit of your reflex save even though you have 0 dex. The failure or success of your save does not depend on your dex score, it depends on whether or not you pass the DC. In the example you gave, ignoring the issue of the AoO, if the character managed to make their reflex save despite the negative from having 0 dex then they would grab onto the ledge. That is the result of that save, so that is what would happen.

On subsequent turns you could have them make more saves, with increasing DC's, but if they continue to beat the DC's then they will continue to hold onto that ledge. There is no disconnect between making a save and receiving the benefit of it, they are one unit.

This requires the GM to get a little creative with their storytelling since it doesn't make a whole lot of sense sometimes. For instance, in the case of the alchemist's bomb i would say something like: 'the noise of the bomb triggers a reaction in your lizard brain, your whole body jerks violently. Somehow you manage to avoid the worst of the shrapnel.' Notice you don't have to make any move actions, you never change squares or positions.

Obviously this was an example i thought of myself, but the example doesnt really matter since you are never denied your save, or the benefit/drawback of it. It is not a possibility that exists in the rules.


Again, the occasional presence of text stating that some movement does not provoke does not in any way prove that its lack of presence indicates the opposite. That's just faulty logic.

I will, however, partially agree with the stance that completely immobilized players may not gain the full benefits of a successful save in certain specific situations. I also would not allow an unconscious jumper to "grab the edge" on a failed jump check. Similarly, if someone was completely bound with rope and had a pit opened under them, I can't think of a way to realistically justify allowing them to jump to an adjacent square.

These, however, are rare situations, and as others having pointed out, having a Dexterity score of 0 doesn't preclude the ability to make saving throws. If making that saving throw absolutely requires the creature to do something physically impossible... I feel it's reasonable to disallow the impossible.

So yeah, you can take half damage from a fireball while hogtied and unconscious with a saving throw (yeaye, luck!). But making a save won't prevent you from falling into a Create Pit if you're in a 10x10 room with unclimbable sides.

Liberty's Edge

Kazaan wrote:
PRD wrote:

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

...

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

A helpless creature is incapable of moving. So if the reflex save means moving, it can't be done. Luck doesn't make you roll uphill.

To repeat it again, nothing there that say that you can't try a save.

Nothing it the spell that say that you can't try a save if paralyzed.

Make whatever fluff you want: "when the pit open the ship in the floor move you to safety", "your belt has caught in a rock" or whatever. The RAW is that you can try a reflex save.

Kazaan wrote:


Yes, you'd still get a save; but you couldn't move as a result of it even if you succeeded if you have some adverse status that sets your Dex to zero since, as quoted, "A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious)." Even if you succeed at the reflex save, you cannot jump out of the way if you are immobile.

Without a specific rule in the spell, no, you don't need to be ablre to move to benefit from a successful save.

You are inventing rules.

Liberty's Edge

Byakko wrote:


So yeah, you can take half damage from a fireball while hogtied and unconscious with a saving throw (yeaye, luck!). But making a save won't prevent you from falling into a Create Pit if you're in a 10x10 room with unclimbable sides.

As written, you are moved in the nearest open space. Even it that is a ledge 70' up.

PRD wrote:
Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.

Weird? Yes. But you are opening a extra dimensional space. Twisting space/time can have weird effects.

Probably I would play otherwise and make that phrase "a Reflex saving throw to jump to safety in the nearest open space adjacent to the pit", but the spell don't say that.

Actually, it is non RAW but treating it as other conjuration spells like dimension door, where you are shunted to the nearest space by magic if you end in a occupied space (with create pit if you make the save, instead) isn't a bad idea.

Balance wise it is a second level spell and making it "unbeatable" if you have the right conditions is a bit of jerk move. And one that affect, mostly, those that can't fly.


Diego Rossi wrote:
Byakko wrote:


So yeah, you can take half damage from a fireball while hogtied and unconscious with a saving throw (yeaye, luck!). But making a save won't prevent you from falling into a Create Pit if you're in a 10x10 room with unclimbable sides.

As written, you are moved in the nearest open space. Even it that is a ledge 70' up.

PRD wrote:
Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.

Weird? Yes. But you are opening a extra dimensional space. Twisting space/time can have weird effects.

Probably I would play otherwise and make that phrase "a Reflex saving throw to jump to safety in the nearest open space adjacent to the pit", but the spell don't say that.

Actually, it is non RAW but treating it as other conjuration spells like dimension door, where you are shunted to the nearest space by magic if you end in a occupied space (with create pit if you make the save, instead) isn't a bad idea.

Balance wise it is a second level spell and making it "unbeatable" if you have the right conditions is a bit of jerk move. And one that affect, mostly, those that can't fly.

Oh, it's not unbeatable, even in a situation like this. Feather Fall, and the equivalents, aren't hard to come by. You could also just take the damage and heal it.

Anyway, that's besides the point. Sometimes a GM's gotta make rulings that make sense even if the spell doesn't specifically call out what happens in odd situations.

Although, I'll admit it might be a fun challenge to see how far I could "teleport" myself and my party. Stuck at the bottom of a 1000 foot shaft? No problem! Create Pit to the rescue! Hope everyone can make the reflex save~

Liberty's Edge

Byakko wrote:
Anyway, that's besides the point. Sometimes a GM's gotta make rulings that make sense even if the spell doesn't specifically call out what happens in odd situations.

So you go with DM fiat, fine.

But don't try to pass that as RAW. RAW in this situation is that if you make the save you are moved to the nearest open space.


Diego Rossi wrote:
Kazaan wrote:
PRD wrote:

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

...

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

A helpless creature is incapable of moving. So if the reflex save means moving, it can't be done. Luck doesn't make you roll uphill.

To repeat it again, nothing there that say that you can't try a save.

Nothing it the spell that say that you can't try a save if paralyzed.

Make whatever fluff you want: "when the pit open the ship in the floor move you to safety", "your belt has caught in a rock" or whatever. The RAW is that you can try a reflex save.

Kazaan wrote:


Yes, you'd still get a save; but you couldn't move as a result of it even if you succeeded if you have some adverse status that sets your Dex to zero since, as quoted, "A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious)." Even if you succeed at the reflex save, you cannot jump out of the way if you are immobile.

Without a specific rule in the spell, no, you don't need to be ablre to move to benefit from a successful save.

You are inventing rules.
What part of "incapable of moving and is effectively immobile" is so hard to grasp here? If succeeding at a reflex save involves moving and you are unable to move then that is a rule preventing you from moving as a result of a successful reflex save. It's right there; you even included the rule I quoted when you quoted me.
PRD/Combat wrote:
Reflex: These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.

Ability to dodge. That is what a reflex save is. You can't dodge if you're immobilized. So yes, actually, the rules of the game do, indeed, say that you don't get a reflex save if you are helpless. So I correct my previous statement; it isn't that you get a reflex save, but can't move even if you succeed. You don't even get a reflex save if you are helpless because a reflex save is defined as dodging and, if you are helpless, your Dex = 0 and, if your Dex = 0, you are incapable of moving and effectively immobile (meaning you can't dodge, among other things). Check and mate. [/thread]


Kazaan wrote:
PRD/Combat wrote:
Reflex: These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.

Ability to dodge. That is what a reflex save is. [...]

Yes, exactly, your ability to dodge is governed by your reflex save and nothing else. Your immobility is taken into account in the reflex save in the form of a negative modifier resulting from having 0 dex. Therefore, if you pass the reflex DC in spite of the negative modifier then you have dodged, by definition.

By saying 'you automatically fail your reflex save' or 'you do not receive the benefit of the save you have made' you are circumventing the rules for reflex saves entirely.


Kazaan wrote:
What part of "incapable of moving and is effectively immobile" is so hard to grasp here? If succeeding at a reflex save involves...

RAW, already quoted above, explicitly permits reflex saves while immobilized.

Shadow Lodge

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I would not want to be a player in this hypothetical game. A GM says,
"Your not-an-action is an action;" "Your forced movement was not forced, because you chose to take the Reflex save that led to it;" "You don't get to make the Reflex save to which you're entitled, because I can't think of a way it would actually succeed, even if you rolled a 20;" "I'm right about this tangential issue; therefore, I'm right about the main issue. I'm right and you're wrong, end of story!"

That GM doesn't sound like one who'd compromise with the players.

As A GM, I'd say, "Since the spell says you have to move if you've saved successfully, and it doesn't say, 'This Provokes,' I'd call it forced movement. So even if your jump away from the sudden magic pit takes you out of an enemy's threatened space, you don't have to turn your back on your enemy to do it."

As a player, I'd either say, "Right, I'll just take a 5-foot-step and Rush the foe into the pit on my turn," or "So, my combat maneuver roll works and I trip them in mid-jump, so they stumble and fall down in their landing space. Then, I tell my associates with UMD that I'll help them all buy Create Pit wands or make Flight potions."


Well that^ was unnecessary.

The concept being discussed is kind of non-intuitive since it doesn't map to the real world at all. No need to be rude about it.

Shadow Lodge

First of all, sorry for the rudeness. I took issue with the sophistry that kept getting employed. I wanted to be non-confrontational about it, but on re-read, it did come off as sort of generally dismissive.

Also, I know it's a non-intuitive corner case. The second half of my post up there was basically, "though I'd rule that it doesn't provoke, I'd be okay with working it out with the whole group, if it should get disputed". I know how issues like this can bring a dramatic fight to a halt.

Liberty's Edge

Pathfinder Rulebook Subscriber

The hardest thing to do in a fantasy environment is to apply logic. Sometimes logic gets violently violated in order to streamline game play. Otherwise, you end up with an entire library just to combat. This also allows GMs to modify rules to fit thier version of reality. In real life, there is no way you can dodge a hand grenade while in a 5ft room. In pathfinder, you can.

I could paralyze you, encase you up to your neck in cement, use sovereign glue to stick you to the floor and then cast create pit beneath you and you will get a reflex save to avoid the spell. As mind blowing as it is. If you don't like it, house rule it differently and let your players know.

I have found, over the course of 30 years of playing rpgs, micromanaging rules for every situation makes the game unplayable. You live in a fantasy world that scares the hell out of logic and is where physics professors go to die.

On a side note, I've found this thread very entertaining. Thank you.

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