Is falling a move action?


Rules Questions

Silver Crusade

1 person marked this as FAQ candidate.

If you intentionally fall, have you used a move action?

Scenario:
PC dying at bottom of 10 ft drop. Other PC pulls a wand of CLW out of haversack and 5 ft steps off the drop, landing next to dying PC. Does he then still have an action to heal the dying PC? What if the drop is 50ft?

We ended up with a heated discussion on this and I could find nothing in the rulebook to support either argument so if someone could give reference, I would appreciate it.


i have no reference for this, but falling this distance is a mere 0.2 seconds, and if the PC doesn't move more than 5 feet horizontal i would let him do this as part of his 5 ft step if he agrees to forgo his check to land safely and takes the 1d6 of falling damage.

at 50 feet i would give him a medal of comradeship o_O


Only thing I could find;

Page 188 core.
Drop Prone. Dropping to a prone position in your space is a free action.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

This isn't normally possible via the rules since you can't normally stop in an opponent's square. However, creatures of sufficient size difference CAN share squares.

I would either have the characters share the space (if the size difference is enough) or just shunt the characters to the side as they can't be in an illegal square (though the worm is technically breaking the rules, I think this is a sensible enough ruling).


To further complicate the question, does feather falling require one or more actions to fall? It's significantly slower than regular falling after all.


Flying creature that refuses to fly drops 150 feet on the first round, 300 feet on the subsequent rounds.

Then the rest I would take from mounted combat:

"Casting Spells While Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level)."

I take "You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast." Meaning you are picking your nose when your mount moves (= you are using your move there) and then you have standard action when your mount does nothing (= you actually cast the spell in this from a still standing mount).

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OK what has that to do with your case? Here is how I see it:

1. Character uses move action to take the wand from the container.

2. Character uses 5ft as a free action.

3. Chracter is exactlty like he would have his flying mount shot under him. So he has 1/2 round time to drop. It makes 150/2 = 75 ft max. Well that is enough. Casting while his "mount" is moving requires a concentration check. Since the mount is going more steadily to a certain direction than usually, I would say 5+Spell level concentration check max. However since he is using wand, no concentration check required.

4. I would allow Acrobatics, since its always allowed into voluntary jumps.


Well, actually you don't lose your move action for example for being in an Eberrons lighting train for example (or on a moving ship). So in order to lose your move you have to actully do something, not just move on anouther persons perspective. Also the concentration check 5+Spell level was perhaps a bit much, since 5+SL is Wind with rain or sleet while casting. Now the falling creates only wind (of course in that case it doesn't matter, since wand is used)

Ambrus wrote:
To further complicate the question, does feather falling require one or more actions to fall? It's significantly slower than regular falling after all.

Since Feather Fall is 60ft/round, I would say 30ft, if you got only 1 standard action to fall.

These are just my thoughts.


Ooops, sorry. You fall max 500 immediatly you are over an empty spot:

http://www.d20pfsrd.com/gamemastering---final/environment---final/environme ntal-rules#TOC-Falling

So by the rules:

1. You use move to take the wand

2. You use 5 feet step to the pit

3. You drop max 500 feet - in this case 10 feet

4. You take acrobatics check, since you jumped voluntarily

5. You use the wand (standard)

So accordign to rules, its ok.

Paizo Employee Creative Director

Yup; falling is generally not an "action." You can indeed fall into a pit like this to use your wand. Furthermore, since this act is both actionpacked and heroic AND it helps save a PC, I as a GM would be FAR more likely to say it's cool than if it's a case of a PC trying to sneak an extra attack in on a monster.

Shadow Lodge

Ace Smith wrote:

If you intentionally fall, have you used a move action?

Scenario:
PC dying at bottom of 10 ft drop. Other PC pulls a wand of CLW out of haversack and 5 ft steps off the drop, landing next to dying PC. Does he then still have an action to heal the dying PC? What if the drop is 50ft?

We ended up with a heated discussion on this and I could find nothing in the rulebook to support either argument so if someone could give reference, I would appreciate it.

This falls into the category of things that are up to GM discretion. I would say if you made your acrobatics check to avoid damage and not fall prone you could still act because it's heroic and cool. That's not rules though, it's just what is fun and heroic.

Consider for a second an alternate. You withdraw the wand, cast the spell and 5' step into the pit. You can now touch the target as a free action discharging your touch spell.

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