Black Dragon

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Garbage-Tier Waifu wrote:
So all you would need to do is start a fight with Bladed Dash via Spell Combat, then swift action teleport away for another Bladed Dash the following turn. Something to suggest for your player, OP.

Much thanks. I really like the explanation that teleportation moves the player.

Gauss wrote:
The 5' restriction was intended to work with movement modes, not abilities which teleport you around the battlefield.

That's it. I think I could take this to persuade my friends...

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ForkOfSpite wrote:

however, is a DC 19 concentration check too difficult at level 9 or higher? Is there a reason not to cast defensively? (If I'm interpreting the spell correctly, this would even grant an extra attack against the original target against the BBEG that was unexpectedly full attacked.)

In fact I just want to make a situation that a character use spells to move physically rather than teleport to compare with Dimension Door. Casting defensively means more resources spent on concentration checks with a possibility to fail. And also a back step before a dash sounds cool...That's quite another thing. After all, what I want to know is how to deal with this rule.

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5 people marked this as FAQ candidate.

Hi,
Recently I together with my friends got trouble from five-foot step combined with other effects that make your character moved.

It is said that "You can move 5 feet in any round when you don't perform any other kind of movement", so I wonder that a magus(spell dancer) with Dimensional Agility at 9th level can start the spell dance before use DDoor as a swift action,and spell combat as a full round action to full attack, then five foot step away from the enemy to cast Bladed Dash so that she can get away from the BBEG that suddenly get full attacked.

That's incredible tactics, but does the movement caused by spells like DDoor or Bladed Dash counts as "movements" that prohibit five-foot step? I knew that people in the forum had two contrary opinions on this question, so I have to turn to somebody who has the "power" to solve this problem. As you know, there are many rule problems to be solved because of five foot step, such as if a guy who get bull rushed could make a 5-foot step in the same round or not.

Take 5-Foot Step in CRB:

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

Spell Dance (Magus):
At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement.

At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.

This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

Dimensional Agility:

Dimensional Agility

Teleportation does not faze you.

Prerequisites: Ability to use the abundant step class feature or cast dimension door.

Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.

Bladed Dash:

Source Inner Sea Magic pg. 52 (Amazon)
School transmutation; Level bard 2, magus 2, skald 2
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Casting
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Casting Time 1 standard action
Components V
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Effect
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Range personal
Target you
Duration instantaneous
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Description
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Both Quantium and Jalmeray claim that this spell was born in their arcane universities. Regardless of the spell’s origin, it quickly spread throughout the Inner Sea and beyond as spellcasting sword-fighters learned of its existence.

When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.