Character dropped from 100ft in air ?


Rules Questions


Ok, so I'm not sure if this has been covered somewhere else but my question is this

Say a Vrock teleports with a character 100ft strait up into the air and then lets the character go

how long does it take for the character to fall?


You fall 500 feet per round I believe. So they should hit the ground immediately.

http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-F alling


Pathfinder Maps Subscriber

Setting aside the fact that a Pathfinder Vrock can't do that ...

(because under Spell-like abilitites, it says
At will— greater teleport (self plus 50 lbs. of objects only))

Leitner has pointed you in the right direction.


1 person marked this as a favorite.

Accelerate at 9.8 m/s , so falling 30m(Imperial units are silly)
S= UT +1/2AT^2

Air resistance is negligible at this low velocity and terminal velocity takes longer so we can use the simple newtonian mechanics

U is 0 unless the Vrock is climbing or diving at the moment of release
S= 30
So
30 = 4.9T^2

or about 2.4 seconds with some basic maths


First, unless otherwise specified in the ability, all forms of Teleport or Teleport-like SLAs, etc, require a WILLING subject, if they even can take a person. So, that doesn't work.

But they'd hit same round, and take 9d6 damage.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Zarius wrote:

First, unless otherwise specified in the ability, all forms of Teleport or Teleport-like SLAs, etc, require a WILLING subject, if they even can take a person. So, that doesn't work.

But they'd hit same round, and take 9d6 damage.

10d6.
Quote:
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.


Huh, I thought the first ten was excluded...


JohnHawkins wrote:

Accelerate at 9.8 m/s , so falling 30m(Imperial units are silly)

S= UT +1/2AT^2

Air resistance is negligible at this low velocity and terminal velocity takes longer so we can use the simple newtonian mechanics

U is 0 unless the Vrock is climbing or diving at the moment of release
S= 30
So
30 = 4.9T^2

or about 2.4 seconds with some basic maths

Physics are a houserule, friend.

Which is part of the reason the peasant railgun doesn't work.


Omnius wrote:
JohnHawkins wrote:

Accelerate at 9.8 m/s , so falling 30m(Imperial units are silly)

S= UT +1/2AT^2

Air resistance is negligible at this low velocity and terminal velocity takes longer so we can use the simple newtonian mechanics

U is 0 unless the Vrock is climbing or diving at the moment of release
S= 30
So
30 = 4.9T^2

or about 2.4 seconds with some basic maths

Physics are a houserule, friend.

Which is part of the reason the peasant railgun doesn't work.

Either way, it fits with the math. Falling 500ft in a single round (6-seconds), 100ft still falls within that range at ~2.4 seconds. As the target hits terminal velocity, subsequent seconds and distances would shorten, averaging pretty close to 500ft in 6 seconds. So good on PF.


As soon as the vrock lets go, the character falls.

The question is, how long 'til he hits the ground? Like they say, it's not the fall, it's the sudden stop at the bottom. ;)


Zarius wrote:
Huh, I thought the first ten was excluded...

If you intentionally drop from a height, you can make an Acrobatics check to avoid the damage from the first 10 feet.


The DND 3.5 model is a lousy model of reality but useful descriptively for a game. It has always had issues with falling, falling damage, etc.
A creature could perform an immediate and probably a swift action before environmental effects, such as falling, affect them.


They can ALWAYS perform an Immediate action. Which is why Featherfall is an Immediate Action spell. :P


1 person marked this as a favorite.
Zarius wrote:
They can ALWAYS perform an Immediate action. Which is why Featherfall is an Immediate Action spell. :P

Thus why I used the word 'could' as some players don't have an immediate action to perform.

Free action, "Aaaaahhhhhhhhh"...


Zarius wrote:
They can ALWAYS perform an Immediate action. Which is why Featherfall is an Immediate Action spell. :P

Nope.

An Immediate Action taken outside of your own turn takes the place of your following round's Swift Action, and if taken during your own turn, counts as your Swift Action for the turn. If you have already taken an Immediate Action since the end of your last turn in the initiative order, you may not take another such action until your next turn ends.

So, for example, say your character is a Bloodrager who charged an opponent on his/her action. On the opponent's turn in the initiative order, your Bloodrager is attacked, and he uses Windy Escape (an Immediate Action spell) to avoid a crit and mitigate damage from the hit. If the enemy's ally wizard then casts Create Pit on your Bloodrager before the end of your next activation, you do not have the ability to use another Immediate Action to cast Feather Fall.


I said they could always take an immediate action... not two. :P


Zarius wrote:
I said they could always take an immediate action... not two. :P

Still nope.

If you take a Swift Action in your turn, you cannot then take an Immediate Action in that same turn.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Saldiven wrote:
Zarius wrote:
I said they could always take an immediate action... not two. :P

Still nope.

If you take a Swift Action in your turn, you cannot then take an Immediate Action in that same turn.

Well, yeeeees, but since you could do standard, move, swift, declare your turn over, then take an immediate action before anyone else gets their turn, that’s a pretty tight restriction to care about.


1 person marked this as a favorite.
Saldiven wrote:
Zarius wrote:
I said they could always take an immediate action... not two. :P

Still nope.

If you take a Swift Action in your turn, you cannot then take an Immediate Action in that same turn.

You've got that backwards. The end of your combat action switches to you the next round's action allotment. If you take an Immediate Action NOW, you can't take a SWIFT action when your turn comes around.


Uthak wrote:

Ok, so I'm not sure if this has been covered somewhere else but my question is this

Say a Vrock teleports with a character 100ft strait up into the air and then lets the character go

how long does it take for the character to fall?

:)

But does the character let go of the Vrock?

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Character dropped from 100ft in air ? All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions