| reyyvin |
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt- earth-elemental
The belt makes the wearer "immune to effects that would push, pull, or forcefully move the wearer."
Is trip a form of forced movement?
Would this be different if it was being worn while riding a mount? Being dismounted results in falling damage (1d6), which indicates movement is involved.
| Rudy2 |
Are you considered in the same square as your mount? I think so, but I'm not sure. "Movement" refers to changing what space you occupy; if we take the absurd position that it refers to anything that moves your body in any way, then you're also immune to grappling and a host of other effects.
Of course, if we're just trying to abuse the RAW here, note that the belt apparently makes you immune to normal gravity.
It should really have "when standing on the ground" appended on there.
| reyyvin |
Are you considered in the same square as your mount? I think so, but I'm not sure. "Movement" refers to changing what space you occupy; if we take the absurd position that it refers to anything that moves your body in any way, then you're also immune to grappling and a host of other effects.
Of course, if we're just trying to abuse the RAW here, note that the belt apparently makes you immune to normal gravity.
It should really have "when standing on the ground" appended on there.
I'm just trying to find an easy way to avoid being dismounted, rather then spending most of my item slots for lots of (stacking) +2 bonuses to some CMDs
| bbangerter |
No. Forced movement is things like bull rush, reposition, and drag, or moving someone during a maintain grapple.
While both trip and dismount are forms of movement in the real world sense, they do not qualify in the game mechanics as movement. (dismount could actually be argued as movement as creatures cannot share the same square as their mount unless they are riding it and by necessity must be moved to another square to be properly dismounted - but mounts add funky complications to all kinds of things).
| Rudy2 |
Rudy2 wrote:I'm just trying to find an easy way to avoid being dismounted, rather then spending most of my item slots for lots of (stacking) +2 bonuses to some CMDsAre you considered in the same square as your mount? I think so, but I'm not sure. "Movement" refers to changing what space you occupy; if we take the absurd position that it refers to anything that moves your body in any way, then you're also immune to grappling and a host of other effects.
Of course, if we're just trying to abuse the RAW here, note that the belt apparently makes you immune to normal gravity.
It should really have "when standing on the ground" appended on there.
Hmm... off the top of my head... if you're rich, use Sovereign Glue http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sover eign-glue whenever you *really* need to stay in your saddle. A rules lawyer-type DM might not allow it "It says *objects*; clearly the glue is sentient and knows not to glue creatures together", or something like that. I would totally allow that, though, in the games I run. =D Clever thinking, too.
| reyyvin |
Hmm... off the top of my head... if you're rich, use Sovereign Glue http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sover eign-glue whenever you *really* need to stay in your saddle. A rules lawyer-type DM might not allow it "It says *objects*; clearly the glue is sentient and knows not to glue creatures together", or something like that. I would totally allow that, though, in the games I run. =D Clever thinking, too.
yeah... no. While I do play PFS, I like to mix RAI and some common sense with my RAW. Sovereign glue is basically taking advantage of a PFS mechanic (goes away at end of mod).
If the Belt doesn't work against prone, then the Belt would need to be combined with something that provides flight (flying creatures can't be tripped), such as Celestial Armor + Celestial Shield.... but that is almost 60K gp... but kinda defeats the purpose of a flying mount.
| reyyvin |
Try an immovable rod. You could deactivate and reactivate it, or have your mount and character make the Str check to move it.
That would be funny. Attach the rod to your armor with Sovereign glue. Only problem is... when activated, you don't move, plus its a move action to turn the rod on or off.
Great idea, though. I'll have to remember this for my Dwarven Defender =D
| Ipslore the Red |
Edit: Perhaps attach it to some exposed skin or attach it beneath armor instead? Otherwise the DM might rule that the clothing gets ripped off when you get dismounted. And you can move it without activating or deactivating it with a Strength check. Admittedly, it's DC 30 and only allows for 10 feet of movement, so that's not too helpful.
Maybe you could take Eldritch Heritage (Arcane) and get a familiar just to turn the rod on and off?
| BigDTBone |
reyyvin wrote:Hmm... off the top of my head... if you're rich, use Sovereign Glue http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sover eign-glue whenever you *really* need to stay in your saddle. A rules lawyer-type DM might not allow it "It says *objects*; clearly the glue is sentient and knows not to glue creatures together", or something like that. I would totally allow that, though, in the games I run. =D Clever thinking, too.Rudy2 wrote:I'm just trying to find an easy way to avoid being dismounted, rather then spending most of my item slots for lots of (stacking) +2 bonuses to some CMDsAre you considered in the same square as your mount? I think so, but I'm not sure. "Movement" refers to changing what space you occupy; if we take the absurd position that it refers to anything that moves your body in any way, then you're also immune to grappling and a host of other effects.
Of course, if we're just trying to abuse the RAW here, note that the belt apparently makes you immune to normal gravity.
It should really have "when standing on the ground" appended on there.
No no no, you just need to glue your pants to the saddle. So put the glue all on your pants then sit on the saddle and let it dry. Then when you are done riding, just get out of your pants. Keep a spare pair to put on when you get where you are going and take them off before you get back on your mount.