
ShadeOfRed |

Could he mount it on the front of his armor? That would spread the jolt out over his body in a manner similar, possibly better, possibly worse, than a harness used today in bungee jumping or as a safety line.
Just saying. Attach it firmly to your armor. FIRMLY. So it doesn't rip out.
Oh and someone asked. You would fall a total of 205.8 meters. So in feet that is 675 ft approximately assuming gravity is the same as earth's and not figuring in terminal velocity.
Woah. Maybe my math is wrong. Though when you are falling 6 seconds is an eternity.

lowericon |
This where the DM is going to have to decide a ruling.
I adjudicated this once as GM and although my answer had no real basis in written rules, all the players were satisfied with this answer:
1) I roll fall damage for you as normal. Let's say you've fallen 40ft. I roll 4d6 and get 2+5+3+4= 14
2) Falling character must now make a DC 14 Strength* check to keep hold of the rod. They will still receive the full 14 damage, but they'll hold on.
3) If they exceed the DC of the Strength check, they can reduce/negate the damage at a 1:1 ratio. So in our example, a Strength check of 16 would mean he only takes 12 points of damage instead of 14. A strength check of 28 would mean he takes no damage.
*in place of a Strength check, and Acrobatics check can also be substituted. The PC has to pick one (can't try the 2nd if the 1st one fails) but they do get to pick. This way both brawny and nimble characters have a chance of success.

standaloneghost |
Mark Norfolk wrote:This where the DM is going to have to decide a ruling.I adjudicated this once as GM and although my answer had no real basis in written rules, all the players were satisfied with this answer:
1) I roll fall damage for you as normal. Let's say you've fallen 40ft. I roll 4d6 and get 2+5+3+4= 14
2) Falling character must now make a DC 14 Strength* check to keep hold of the rod. They will still receive the full 14 damage, but they'll hold on.
3) If they exceed the DC of the Strength check, they can reduce/negate the damage at a 1:1 ratio. So in our example, a Strength check of 16 would mean he only takes 12 points of damage instead of 14. A strength check of 28 would mean he takes no damage.
*in place of a Strength check, and Acrobatics check can also be substituted. The PC has to pick one (can't try the 2nd if the 1st one fails) but they do get to pick. This way both brawny and nimble characters have a chance of success.
Did you really need to necro a 2+ year old thread?

BigDTBone |

lowericon wrote:Did you really need to necro a 2+ year old thread?Mark Norfolk wrote:This where the DM is going to have to decide a ruling.I adjudicated this once as GM and although my answer had no real basis in written rules, all the players were satisfied with this answer:
1) I roll fall damage for you as normal. Let's say you've fallen 40ft. I roll 4d6 and get 2+5+3+4= 14
2) Falling character must now make a DC 14 Strength* check to keep hold of the rod. They will still receive the full 14 damage, but they'll hold on.
3) If they exceed the DC of the Strength check, they can reduce/negate the damage at a 1:1 ratio. So in our example, a Strength check of 16 would mean he only takes 12 points of damage instead of 14. A strength check of 28 would mean he takes no damage.
*in place of a Strength check, and Acrobatics check can also be substituted. The PC has to pick one (can't try the 2nd if the 1st one fails) but they do get to pick. This way both brawny and nimble characters have a chance of success.
Meh. Thread necros aren't as frowned upon here. Particularly as they added something to the existing discussion rather than asking a new question on the same topic.

Snowblind |

standaloneghost wrote:Meh. Thread necros aren't as frowned upon here. Particularly as they added something to the existing discussion rather than asking a new question on the same topic.lowericon wrote:Did you really need to necro a 2+ year old thread?Mark Norfolk wrote:This where the DM is going to have to decide a ruling.I adjudicated this once as GM and although my answer had no real basis in written rules, all the players were satisfied with this answer:
1) I roll fall damage for you as normal. Let's say you've fallen 40ft. I roll 4d6 and get 2+5+3+4= 14
2) Falling character must now make a DC 14 Strength* check to keep hold of the rod. They will still receive the full 14 damage, but they'll hold on.
3) If they exceed the DC of the Strength check, they can reduce/negate the damage at a 1:1 ratio. So in our example, a Strength check of 16 would mean he only takes 12 points of damage instead of 14. A strength check of 28 would mean he takes no damage.
*in place of a Strength check, and Acrobatics check can also be substituted. The PC has to pick one (can't try the 2nd if the 1st one fails) but they do get to pick. This way both brawny and nimble characters have a chance of success.
Nonetheless, it's still considered good etiquette to clearly indicate that you are necroing.

lowericon |
Nonetheless, it's still considered good etiquette to clearly indicate that you are necroing.
I didn't realize how old this thread was, or that it was poor etiquette. Never even heard of necroing before. So, sorry about that.
I was looking for an answer to a Q about immovable rods and came upon this thread. It didn't answer my question, but I did think I had something worthwhile to add to it, so I did.

Goth Guru |

If I was GM I would let you claim the rod was strapped to you. I would let you make a reflex save to activate it (possibly DC20) but the idiot who bull rushed you would have to make a grapple vs your escape artist to hang on or take a well deserved crash landing. You take the damage of distance fallen(wedgie) but you can use a healing potion once you ditch the dead(pun intended) weight.
Personally, I only call it Necroing if the person adds nothing. Dotting all the oldest topics is the lamest attempt to crash boards ever attempted.

Zwordsman |
Well it adds nothing to this discussion but since it is back now...
Activating one after being swallowed by something is pretty hilarious. Did that once and managed to shadow dance my way out. The wizard made a pit. It flailed while they poked it with a spear.
probably not really how it would work. but DM found it hilarious.
As for this. Exact situation hasn't come up but a similiar one (taking a running leap and using it to create a tangible thing to swing off of. Ala video game platforming) my DM had me roll Acrobatics to turn the falling damage I would have taken, into rotational energy to launch myself further. I still took some damage, but less than I would have, and I used it to propel myself to a outcrop.

Nekrotanos |
Could he mount it on the front of his armor? That would spread the jolt out over his body in a manner similar, possibly better, possibly worse, than a harness used today in bungee jumping or as a safety line.
Just saying. Attach it firmly to your armor. FIRMLY. So it doesn't rip out.
Oh and someone asked. You would fall a total of 205.8 meters. So in feet that is 675 ft approximately assuming gravity is the same as earth's and not figuring in terminal velocity.
Woah. Maybe my math is wrong. Though when you are falling 6 seconds is an eternity.
176.4m (equation is d=V0t+(1/2)*9.8*t^2), but still that hurts a lot. Only 578.7ft fallen, so you still take max damage. I think the pathfinder rules might be different though, I don't know if they take actual physics into account.
Edit: lol, just noticed the date on this stuff, woops.

Byakko |
Imagine a truck driving down a road at 100 miles per hour.
Now imagine there's a solid metal rod sticking out of one side as it drives past you.
I'm sure you can see where this is going.... now, reach out your hand and grab that rod as it passes.
Yeah, that's similar to what it'd be like.
You now no longer have fingers. Perhaps not even a hand.

Snowblind |

Imagine a truck driving down a road at 100 miles per hour.
Now imagine there's a solid metal rod sticking out of one side as it drives past you.
I'm sure you can see where this is going.... now, reach out your hand and grab that rod as it passes.
Yeah, that's similar to what it'd be like.
You now no longer have fingers. Perhaps not even a hand.
Here is a relevant What If?.
So, you're falling from a height above the tallest building in your town, and you don't have a parachute. But wait! Partway down the side of that skyscraper there's a flagpole sticking out, sans flag! You angle your descent and grab the pole just long enough to swing around so that when you let go you're now heading back up toward the sky. As gravity slows you and brings you to a halt, you reach the top of the skyscraper, where you reach out and pull yourself to safety. What's the likelihood this could happen?
If you're like me, your first thought on hearing this question was, "That's ridiculous; there's no way that could work."Your first thought is right. ...
Mind you, he is using a body harness, not his hands, so the tolerable force on his hands isn't too relevant. On the other hand, the cited force on the What If? hypothetical victim is 100kN. That corresponds to an acceleration of over 100G, which is well into the region of "it's a miracle if you don't die then and there". And an inflexible body harness is probably worse than using one's arms, because the stopping distance is likely to be shorter (if the harness rig holds, which is it's own can of worms).

Drahliana Moonrunner |

VRMH wrote:Yes, you can stop your fall - if you can make a Move action (or have one readied) to activate the Rod.
No, you cannot avoid damage: you just stopped falling, and so you take the damage of the fall up to that point.Why would you take falling damage if you never made contact with a surface?
The air is not what causes falling damage.
Remember the old adage of what kills you in a fall... It's not the distance...it's the sudden stop. If you've fallen for any significant distance, the sudden stop is esaily the force of 20 g's or more. You really think you'll be able to maintain your grip on the rod in those circumstances?
The improbable addition of a body harness only means that you most likely die of a snapped neck.

Cevah |

A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
The quickest spell you can cast that is not an immediate action is a move action.
Given that max damage (20d6) occurs at 200', and that you need 500' to cast a spell, I don't think you have time to make the move action to activate the rod before you go splat at any distance less than 500'.
So any distance you can activate the rod, you are already at max damage level. In my opinion, either you activate it and take max damage, or activate and fail to hold on.
/cevah

Byakko |
Falling wrote:A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.The quickest spell you can cast that is not an immediate action is a move action.
Given that max damage (20d6) occurs at 200', and that you need 500' to cast a spell, I don't think you have time to make the move action to activate the rod before you go splat at any distance less than 500'.
So any distance you can activate the rod, you are already at max damage level. In my opinion, either you activate it and take max damage, or activate and fail to hold on.
/cevah
I think it's pretty clear the intent of that block of rules text is basically: "Falling is so fast you don't have time to cast typical spells, unless the fall is exceptionally long."
Anyway, it's rather moot as activating a magic item is not the same thing as casting a spell. While readies can't be used outside of combat, I think it's be reasonable to allow a player to time the activation of a rod mid-jump, especially when their velocity is still fairly slow. Grip strength will still be a major issue which will still make this impractical in most situations.
Turning it off and then back on again, quickly, is a different matter, however.

Goth Guru |

PFS apparently allows wizards to buy scrolls in the middle of the ocean. Just have your character trade the immovable rod for a ring of feather falling IN MID AIR!
If it's not PFS just discuss this with your GM. If he or she really hates to look at printouts from the internet, offer to spare them the indignity by allowing you to activate the rod before falling becomes fatal.
Have a nice day. :)

Lab_Rat |

As a GM I would question your ability to draw the Rod and activate it before you hit the bottom. The rules are not specific on how fast a player falls per round, so I will inject some real math into the situation.
To draw a rod and activate it you need 2 move actions/ 1 round / 6 seconds. Now this may not seem like much time at all and you may feel that you can do this before hitting the ground. However, I am 99.99999% positive that no one here has actually jumped from a height sufficient to free fall for 6 seconds with no safety aid (shut up you bungee jumpers / parachuters. You don't count as you cheated.) In 6 seconds you will free fall 578 feet and change. Most game based heights are not that high, which is why feather fall is very important. The rules also seem to back up this timing by stating that you can not cast a spell (other than immediate action spells) unless your fall is greater than 500 feet, insinuating that you fall more than 500 feet in the time it takes to take a standard action.
Now let's say you actually had the Rod out, jumped and hit the button. I as a GM may arbitrarily say you fall 75 feet in the time it takes to use a move action (gravity is exponential and so you fall a LOT less in 2s than 6s). That is maybe doable for standard RPG fall heights. I am then gonna make you roll a strength check to see if your puny fingers can hold on. Not sure what the DC would be to hold onto an immovable rod while traveling 45mph (roughly the speed at which you are moving at when you fall 75 ft).

Cuup |

As many have said, this is total GM fiat territory. This is the ruling I would make if it happened at my table.
After activating the Immovable Rod, calculate the falling distance so far. Take 1d4 nonlethal damage for the first 10' of distance, and 1d4 damage for every 10' fallen beyond that. Make a Climb check (DC 15). If the save is successful, you instead take no damage for the first 10' fallen, 1d4 nonlethal for the next 10' after that, and 1d4 damage for every 10' fallen beyond that. If you take any lethal damage, you cannot hold on, and continue falling. Apply normal falling rules from here, treating the altitude the Immovable Rod was activated as the starting point of the new fall.
This is basically extrapolated from the standard Falling damage rules. Since the sudden stop is still jolting, damage would still be applied, but not as severely as from landing on a hard surface. I substituted Acrobatics for Climb, because the Climb skill would represent the strength of your core muscles and arms, and ability to hang from ledges, which would dictate how well you could catch yourself in this situation, as well as your body's ability to deal with the strain of the sudden stop.
While this doesn't really prevent you from taking damage, it is a way to lessen the damage of a longer fall, enabling you to potentially ignore an extra 10' (10 from a successful Climb check, and 10 from a successful Acrobatics check), as well as lessen the damage taken from the first part (1d4 instead of 1d6). Seems like a fair compromise for not having the appropriate equipment/magic items, yet still thinking outside the box.

Drahliana Moonrunner |

PFS apparently allows wizards to buy scrolls in the middle of the ocean.
No it doesn't. In order to make purchases, you have to be in a location where what you want is within the purchase limit. Middle of the Ocean doesn't qualify unless it's an island with a prosperous trading city plopped there.

![]() |
By the way, the rules in the planes chapter establish that given enough room (such as a big empty dimension with no ground), you fall 150 ft in the first round and then 300 ft for each round thereafter. By the time you get 'a turn' your sudden stop would still inflict 15d6 damage (whether that's represented as a wrenched wrist, cracked sternum or bruise on your bum is kind of beside the point). I suppose a generous GM might divide the six-second round in this case & announce you can take your standard action after a shorter fall; no harm in asking.

Lab_Rat |

They are definitely low balling physics. I assume that they max it out at 300 ft per round because they are mimicking terminal velocity. However, terminal velocity (takes between 10-12 seconds to reach; 1-2 rounds) is ~176 feet per second when you are belly flopping (most drag) so in the real world you would fall a little over 1000 feet in a round once you reach terminal velocity.
...maybe Golarion gravity is a lot less.

The Sideromancer |
1 person marked this as a favorite. |
They are definitely low balling physics. I assume that they max it out at 300 ft per round because they are mimicking terminal velocity. However, terminal velocity (takes between 10-12 seconds to reach; 1-2 rounds) is ~176 feet per second when you are belly flopping (most drag) so in the real world you would fall a little over 1000 feet in a round once you reach terminal velocity.
...maybe Golarion gravity is a lot less.
Of course Golarion gravity is a lot less, otherwise the larger Giants would break their legs from standing.

BigNorseWolf |

Why would you take falling damage if you never made contact with a surface?
Because your arm is going to get yanked out of your shoulder as you learn the full meaning of the f=mv^2
Falling happens instantly. Unless you have a spare action held with the purpose of doing the rich man's bunjee cord or are falling more than 500 feet you're gonna splat.