Shadow Dodge (Inner Sea Gods) Feat Mechanics


Rules Questions


Hello forum-goers,

I noticed recently that Shadow Dodge was reprinted in Inner Sea Gods, and is apparently written very differently from its original form. I did a bit of research to try to figure out how exactly this feat works now, but came up short, so I figured I'd present it here for feedback.

The question is at what point the +3 AC "triggers." Dodge bonuses do stack by default; if I move 30 feet, and then move another 30 feet by trading my standard action, do I get +6 AC? Alternatively, if I charge and move 60 feet in one action do I get +3 or +6 AC?

Thanks for any feedback!


You get +3 AC.

Archives of Nethys wrote:
Each time you move a distance equal to or greater than your speed....

Assuming a standard medium 30' move speed, a 60' charge is equal to or greater than 30'. Two 30' moves are 60', which is equal to or greater than 30'. The movement is totaled for the round, and I assume, the bonus begins as soon as you travel the minimum number of squares required based on your speed.


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Then what is the point of "each time"? That implies a separate instance of activation. Otherwise it would be "Once per turn, you gain a +3 Dodge bonus to AC whenever you have moved a distance equal to or greater than your speed" or something to that effect, no?

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Exguardi wrote:
Then what is the point of "each time"? That implies a separate instance of activation. Otherwise it would be "Once per turn, you gain a +3 Dodge bonus to AC whenever you have moved a distance equal to or greater than your speed" or something to that effect, no?

I would imagine it comes into play with effects like the Quick Runner's Shirt, which allows you to (once per day) convert your swift action into another move action. So you could theoretically make a charge at your normal speed or higher to get a +3 bonus, and then active the shirt for another move action at your full speed for a second +3 bonus. Not sure how useful that is though (maybe setting up a second charge safely?)...

I would say you have to use separate actions in order to get mulitple bonuses, so charging at twice your normal speed would only grant you +3 as it was one movement equal to or greater than your normal speed.

OH, another thing, the Bladed Dash spell. Allows you to move up to 30 ft. If you cast it twice in a round as Magus, using Quickened to make it a Swift action and then using it for Spell Combat, you could double dip the bonus (as well as making a pretty cool thematic effect, despite being highly situational).

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