Is Earthquake this harsh


Rules Questions


1 person marked this as FAQ candidate.

Earthquake:

Earthquake
School evocation [earth]; Level cleric 8, druid 8
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area 80-ft.-radius spread (S)
Duration 1 round
Saving Throw see text; Spell Resistance no
When you cast earthquake, an intense but highly localized tremor
rips the ground. The powerful shockwave created by this spell
knocks creatures down, collapses structures, opens cracks in the
ground, and more. The effect lasts for 1 round, during which time
creatures on the ground can’t move or attack. A spellcaster on
the ground must make a concentration check (DC 20 + spell level)
or lose any spell he or she tries to cast. The earthquake affects
all terrain, vegetation, structures, and creatures in the area. The
specific effect of an earthquake spell depends on the nature of the
terrain where it is cast.
Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points
of damage to any creature caught under the cave-in (Reflex DC 15
half) and pinning that creature beneath the rubble (see below). An
earthquake cast on the roof of a very large cavern could also endanger
those outside the actual area but below the falling debris and rubble.
Cliffs: Earthquake causes a cliff to crumble, creating a landslide
that travels horizontally as far as it falls vertically. Any creature in the
path takes 8d6 points of bludgeoning damage (Reflex DC 15 half )
and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a
DC 15 Reflex save or fall down. Fissures open in the earth, and every
creature on the ground has a 25% chance to fall into one (Reflex
DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end
of the spell, all fissures grind shut. Treat all trapped creatures as if
they were in the bury zone of an avalanche, trapped without air (see
Chapter 13 for more details).
Structure: Any structure standing on open ground takes 100
points of damage, enough to collapse a typical wooden or masonry
building, but not a structure built of stone or reinforced masonry.
Hardness does not reduce this damage, nor is it halved as damage
dealt to objects normally is. Any creature caught inside a collapsing
structure takes 8d6 points of bludgeoning damage (Reflex DC 15
half ) and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open under the water, draining away
the water from that area and forming muddy ground. Soggy marsh or
swampland becomes quicksand for the duration of the spell, sucking
down creatures and structures. Each creature in the area must make
a DC 15 Reflex save or sink down in the mud and quicksand. At the
end of the spell, the rest of the body of water rushes in to replace the
drained water, possibly drowning those caught in the mud.
Pinned Beneath Rubble: Any creature pinned beneath rubble
takes 1d6 points of nonlethal damage per minute while pinned. If
a pinned character falls unconscious, he or she must make a DC 15
Constitution check or take 1d6 points of lethal damage each minute
thereafter until freed or dead.


Relevant areas are bolded.
The text indicated if underground you are pinned under rubble. The save list 1/2 damage but does not negate the pinning effect.
The pinning effect says you take non-lethal damage until freed or dead. With the assumption of using the Pinning rules under grappling. Can the people in the rubble free themselves?
If so what is the CMD to overcome.
This seems like a death sentence, without a way to free yourself, for those in the area unless you have someone else to come and free you.
If there are other rules to follow can someone indicate them.
Pinned:
Pinned: A pinned creature is tightly bound and can take
few actions. A pinned creature cannot move and is denied its
Dexterity bonus. A pinned character also takes an additional
–4 penalty to his Armor Class. A pinned creature is limited
in the actions that it can take. A pinned creature can always
attempt to free itself, usually through a combat
maneuver check or Escape Artist check.
A pinned creature
can take verbal and mental actions, but cannot cast any spells
that require a somatic or material component. A pinned
character who attempts to cast a spell or use a spell-like
ability must make a concentration check (DC 10 + grappler’s
CMB + spell level) or lose the spell. Pinned is a more severe
version of grappled, and their effects
do not stack.

Pinned says you can always try to free yourself with a Combat maneuver check or Escape artist. Both require a DC what is it? Or are you denied one?
Or is the text supposed to mean a successful save prevents being pinned under rubble?


You will be pinned under rubble regardless of if you save.

If you don't have any un-pinned friends, or a burrow speed, you will likely be in very serious trouble.

(I might add, as you would be if a real-life tunnel caved in while you were in it)

I imagine the cave-in caused by the spell would function much as the normal Cave-In rules, apart from the specified effects (I'll only post the relevant text):

PRD, Cave-Ins and Collapses wrote:
Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.

Sovereign Court

That's still pretty nasty... unless someone is outside the AoE, everyone ends up buried, nobody around to dig out anyone else. And with an 80ft radius spread, that's probably going to be everyone.

I'm assuming that Strength check can be tried every round; eventually someone's going to make it (if you have a Str 20+ PC in the group), who may be able to dig out the other PCs.


Pathfinder Roleplaying Game Superscriber

This issue came up in my

Spoiler:
Shattered Star
game this weekend. A BBEG dropped a dungeon on the good guys. It would have been game over, so I ruled that since the spell doesn't specify the pinned condition, they were simply "pinned" by the ordinary English meaning of the word - they could get away.

I allowed them enough movement to cast spells and a few rounds dimension door and teleport later, they were free.

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