assassins creed leap of faith


Pathfinder First Edition General Discussion

Liberty's Edge

I have been playing the franchise for a while and I can't believe I never asked this but. is it possible to perform a leap of faith without a magical assist? because let's face it jump from a tall place with a ring of featherfall is not as cool (imoh) as being a badass that jumps with nothing but skill.

Silver Crusade

Well, the rules sorta allow for this. If you deliberately jump and make a DC 15 acrobatics check you will ignore the first 10' of damage, and treat the next 10' as non-lethal. If you are diving into a yielding surface (like all Assassin leaps of faith) you can't treat another 10' as non-lethal. So, just using the standard rules you can make 30' leaps of faith taking 2d6 non-lethal damage. Not great, but it's something. There are probably other ways to deal with it, but I don't know them off hand.


The monk's slow fall ability can eventually negate any amount of falling damage, provided you are within arms reach of a wall.

The rogue talent Expert Leaper doubles the distance you can ignore with a successful Acrobatics check to 20 feet.


Having lots of hit points works too. Exactly what hit points are depends on whose version you like, but a pretty common one suggests they're luck, the ability to avoid damage etc. as much as sheer physical brawn.

Silver Crusade

Jeraa wrote:

The monk's slow fall ability can eventually negate any amount of falling damage, provided you are within arms reach of a wall.

The rogue talent Expert Leaper doubles the distance you can ignore with a successful Acrobatics check to 20 feet.

The slow fall isn't really in theme with the leap of faith, but expert leaper is a good catch.

Sovereign Court

The vigilante has a talent that allows you ignore all fall damage.


its only a little bit of magical assistance but with boots of the cat and dr20 you are immune to fall damage

Silver Crusade

Lady-J wrote:
its only a little bit of magical assistance but with boots of the cat and dr20 you are immune to fall damage

Depending on who you ask, DR doesn't apply to falling damage.


Isonaroc wrote:
Lady-J wrote:
its only a little bit of magical assistance but with boots of the cat and dr20 you are immune to fall damage
Depending on who you ask, DR doesn't apply to falling damage.

I don't see any reason for why it shouldn't. Damage is damage, and unless it's energy damage, DR applies. If it's energy damage, resistance applies. Unless otherwise said, there shouldn't be reason to not apply DR to damage, and I don't see anything saying that DR doesn't apply.


AwesomelyEpic wrote:
Isonaroc wrote:
Lady-J wrote:
its only a little bit of magical assistance but with boots of the cat and dr20 you are immune to fall damage
Depending on who you ask, DR doesn't apply to falling damage.
I don't see any reason for why it shouldn't. Damage is damage, and unless it's energy damage, DR applies. If it's energy damage, resistance applies. Unless otherwise said, there shouldn't be reason to not apply DR to damage, and I don't see anything saying that DR doesn't apply.

It has to do with how damage reduction is defined.

Quote:
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Quote:
Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.

Damage from falling is not an attack, nor is it a weapon or natural attack. Going by that, damage reduction would be useless against falling damage.

Silver Crusade

Also the damage from falling is untyped damage. Common sense says it would be bludgeoning, but the rules do not.


exept that falling damage isnt untyped its still physical damage which is blocked by dr


Lady-J wrote:
exept that falling damage isnt untyped its still physical damage which is blocked by dr

Can you post the rule that verifies that?


Lady-J wrote:
exept that falling damage isnt untyped its still physical damage which is blocked by dr

It is untyped. "Physical" isn't a damage type, just a broad category. Bludgeoning, piercing, slashing, fire, and so on are damage types. Falling damage wasn't given one of those types, so it is untyped damage.

And as I posted above, damage reduction say it reduces damage from attacks, weapons, and natural weapons. Not all physical damage*. A fall is not an attack, a weapon, or a natural weapon. So by the rules, falling damage does ignore damage reduction.

Should damage reduction apply to falling damage? Maybe, maybe not. But as far as the rules are concerned, damage reduction does not apply.

*The Common Terms section of the book, the only place where you will find it saying damage reduction applies to physical sources, only gives at the very best a very general watered down version of a rule. Especially since that particular entry also tells you to see the Special Abilities section, which clarifies what is meant - a normal attack, weapon, or natural weapon.

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