Complete immunity to falling damage at level ten?


Rules Questions


I just noticed something interesting regarding the Alchemist. I'm surprised that I couldn't any thread about this subject since it's plain to see once you read through all the alchemist discoveries. Anyway; it seems to me that an alchemist can become completely immune to falling damage once she hits level ten, have these two discoveries and is in mutagenic form.

Rag doll mutagen:
Benefit: When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling.
At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.

Mummification:
Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

I know that falling damage isn't exactly the leading cause of death at level ten and above but I simply can't shake the idea of my alchemist falling at terminal velocity and then walking away like nothing happened.

So would this work or is there some caveat I'm missing somewhere?


He's not immune to bouncing from terminal velocity into a Tarn Linnorm's den and being chased like a giant rubber ball :D


Considering wizards, sorcerers, and bards have all been completely avoiding falling damage since level 1 it's not a big deal. Also, you can buy a ring for 1,100 gp that gives you a constant feather fall effect. You can also buy a Snapleaf, an 1 time use slot-less item that provides invisibility and a feather fall effect.

So, being able to negate falling damage while useful, isn't a big deal.


Dont you have to have preserve organs for mummification?

So THREE discoveries that make you immune to fall damage...big cost for that if its the ONLY reason

You could do any of the things the others mentioned as well as get boots of the cat...always take the lowest damage from falling and always land on your feet


Drakkiel wrote:

Dont you have to have preserve organs for mummification?

So THREE discoveries that make you immune to fall damage...big cost for that if its the ONLY reason

You could do any of the things the others mentioned as well as get boots of the cat...always take the lowest damage from falling and always land on your feet

Yes that's correct, it does take three discoveries, although the other benefits of mummification, preserve organs and rag doll mutagen makes it worth getting for a lot of alchemists anyway.

Besides, feather fall is so boring and slow. I'd prefer to hit the ground at 1200 ft/round and walk away from the crater smiling.

Speaking of which, I'm pretty sure that you will still deal damage to whatever/whoever you land on. Elbow from the sky anyone? :P


Boots of the Cat are also a great way to be virtually immune to falling damage.
20 damage is a small price to pay to be able to Iron Man drop from orbit.


I mentioned those...my assassin had them and I also used acrobatics and impact foam...RPwise it was always funny to just jump off of evertlything


It should be mentioned that 'Rag Doll Mutagen' is a Goblin only Discovery.

And if you spend three discoverys at this, well, you payed for taking no falling damage. Witches can get at-will feather fall at first level, only down side would be that you need to be conscious.

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