A question about actions while falling


Rules Questions

Liberty's Edge

Hello All-

This past weekend I attended an awesome convention in SC. Great time had by all. During one scenario I found one of my characters, actually my favorite of all time, in a rather precarious situation.

Before I ask my question I'd like to say that the GM was outstanding. From his preparation to the excellent roleplaying. This question is in no way a reflection on him. He was, in fact, one of the best that has ever run a table I was on.

For the first time, in and out of character, I found myself flying. Potion of Fly to be exact. So I was able to roleplay the scene very well, because I had absolutely no idea what I was doing. In trying to avoid a wall of fire I flew straight up. 100 feet straight up.

So here's when it went all wrong. You see, there was this really nasty spell caster on the opposite end of the cavern. Being the only character with a shot on closing on him away I went. Seeing me approach the caster decided to cast dispel magic.

His spell went off.

Down I fell.

100 feet.

So, I had been reduced to just 30 hit pts at this time and was plummeting toward the ground. The GM rolled the damage dice where all could see how bad it was gonna be. He was totally cool about it. So there I am staring 10d6 right in the face.

The Dice Gods were with me as he rolled exactly 30pts. So i ended up staggered not squished. Once I was able to breath again, a friend at the table asked me if I ever heard of a 'Snap Leaf'. Apparently you can break one, you temporarily gain the feather ability.

Now, finally, here's my question. If i was falling 100 feet, do I have the time to retrieve the snap leaf and use it before I go thud.

Maybe a spring-loaded wrist sheath? Or wear it like a necklace? Or other options. I have since invested in one, since the ring of feather fall is a little pricey at the moment.

I know I survived, but I never want to be in that situation again.

Again, the game itself was an absolute blast, even if I almost became a gnome shaped grease spot.

Thanks in advance!


While falling, I believe the only actions you can take are immediate actions unless falling further than 500' (based on the limitations on spellcasting while falling).

In which case snap leaf should work as it is an immediate action, as long as it is around your neck or otherwise easily accessible as required by the item. If it's stowed, even in a spring loaded wrist sheath (no time for a swift action), you're out of luck.

PFSRD Snap Leaf wrote:

This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge.

Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.

Grand Lodge

I'd also like to point out that Fly grants you a feather fall effect for 1d6 rounds when it's dispelled. So in that instance the most you would've had to worry about was 4d6 (assuming you rolled a 1 on the 1d6 duration, and you'd have had at least one round of actions before that even happened).


Jeff Merola wrote:
I'd also like to point out that Fly grants you a feather fall effect for 1d6 rounds when it's dispelled. So in that instance the most you would've had to worry about was 4d6 (assuming you rolled a 1 on the 1d6 duration, and you'd have had at least one round of actions before that even happened).

See... This is what I was thinking aswell. But then again my characters do tend to spend an uncomfortable large amount of time falling.

The only way that you should fall directly after your fly spell stopping is if it is interrupted by an effect like anti magic field.

Liberty's Edge

Very cool. From here on out, I'll affix a Snap Leaf somewhere close at hand.

I really appreciate the help.


Just shows that even the 'best GMs' screw up from time to time. That's why its important for the players to know the rules as well.

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