Missing FAQ entry (feather fall)


Rules Questions


2 people marked this as FAQ candidate.

This post shows that it was answered in the FAQ, but no FAQ entry exists, as far as I can tell.
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    The questions are essentially as follows:
  • Does feather fall require a DC 21 concentration check as other spells while falling?
  • Are you considered flat footed and thus unable to cast feather fall after activating a pit trap.
    Bonus related questions:
  • Can you cast other spells normally while under the effects of feather fall? (Still technically falling and under 500 feet)
  • If feather fall does require a concentration check, does a supernatural version of the spell do so as well? (As per the wizard's air school power)

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No, this is not intended to reopen debate on a question already debated to death in too many other threads. I only want official references, not opinions.

My own questions are:
Has this answer somehow been posted in a weird non-FAQ, non-forum location?
(No relevant posts by Pathfinder Design Team, which is the only official rulings source for forum posts)
Can we get whatever that answer was actually put into the FAQ?
(hit that button!)

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I'll just add my personal opinion, for whatever little it's worth, that the "magic parachute" can always be deployed successfully when relevant, barring extreme circumstances such as an anti-magic field. RAW may disagree.)


I can't help with most of this, but supernatural abilities don't require concentration. So unless there's a specific rule otherwise, it seems that a supernatural feather fall is the best type.
http://www.d20pfsrd.com/gamemastering/combat/#TOC-Use-Special-Ability

As a companion question, can you ever be flat footed outside of combat?
https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Flat-Footed


ErichAD wrote:
I can't help with most of this, but supernatural abilities don't require concentration. So unless there's a specific rule otherwise, it seems that a supernatural feather fall is the best type.

It's somewhat unfortunate that supernatural feather fall is self-only in such a case. (the at-will is nice, but if you're falling often enough for it to matter you're either doing something wrong or the GM is out to get you. - Unless of course you're doing it deliberately. "See you at the bottom guys!" as you jump off the cliff while everyone else takes the long, walkable, path.)

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

"Answered in the FAQs -2013"

In 2013 there wasn't a "it is in the rules" tag (there isn't even today, but there is something similar), so "Answered in the FAQs" was a way to say "it is the test of the relevant rule".

Questions and relevant rules:

1) Does feather fall require a DC 21 concentration check as other spells while falling?

Quote:

Concentration

Table: Concentration Check DCs Situation Concentration Check DC
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level

You assume that falling is "extremely violent". I disagree, hitting the terrain is "extremely violent". Free falling is more similar to "Wind with hail and debris while casting 10 + spell level".

So a Dc of 11, 16 at worst.

2) Are you considered flat footed and thus unable to cast feather fall after activating a pit trap.

No.

Quote:

Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

Flat-Footed: A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

Flat footed denote a person that hasn't jet acted at the start of a battle. Not someone that was hit by a trap outside combat. So the flat footed rules don't apply.

3)Can you cast other spells normally while under the effects of feather fall? (Still technically falling and under 500 feet)

Why not? There are no rules saying that you can't.

4) If feather fall does require a concentration check, does a supernatural version of the spell do so as well? (As per the wizard's air school power)

No, as already explained by ErichAD.


Diego Rossi wrote:

Questions and relevant rules:

1) Does feather fall require a DC 21 concentration check as other spells while falling?

Quote:

Concentration

Table: Concentration Check DCs Situation Concentration Check DC
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level

You assume that falling is "extremely violent". I disagree, hitting the terrain is "extremely violent". Free falling is more similar to "Wind with hail and debris while casting 10 + spell level".

So a Dc of 11, 16 at worst.

I'd have thought plummeting to your death would be a lot more distracting than bad weather, but that's not the relevant rule. Specific trumps general:

Quote:
Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level.

You might not like the rule (James Jacobs doesn't either), but that's what it is. Feather Fall is a good spell for protecting your friends from falling damage, and an unreliable spell for protecting yourself from falling damage.


PonyFlare wrote:
No, this is not intended to reopen debate on a question already debated to death in too many other threads. I only want official references, not opinions.

Demanding an official response is a good way to ensure you don't get one. This is a discussion forum; posters gonna post.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Matthew Downie wrote:
Diego Rossi wrote:

Questions and relevant rules:

1) Does feather fall require a DC 21 concentration check as other spells while falling?

Quote:

Concentration

Table: Concentration Check DCs Situation Concentration Check DC
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level

You assume that falling is "extremely violent". I disagree, hitting the terrain is "extremely violent". Free falling is more similar to "Wind with hail and debris while casting 10 + spell level".

So a Dc of 11, 16 at worst.

I'd have thought plummeting to your death would be a lot more distracting than bad weather, but that's not the relevant rule. Specific trumps general:

Quote:
Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level.
You might not like the rule (James Jacobs doesn't either), but that's what it is. Feather Fall is a good spell for protecting your friends from falling damage, and an unreliable spell for protecting yourself from falling damage.

Very well, so there is an official reply to that question, simply it isn't in the concentration rules.

"I'd have thought plummeting to your death would be a lot more distracting than bad weather ...". That is old argument that the Devs have often debunked. Jumping on the other side of a hole isn't different if you do that over a 3' deep hole or a 5.000' chasm. The DC stay the same and is set by distance you are trying to jump. Or, for falling and bad weather, by the level of physical disturbance you are suffering.

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