| Cevah |
Here is the spell. If gives the Entangled condition.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell
The spell does not state it anchors you, nor does it impose an opposing force. You have impeded movement, but that it movement. Therefore you can fall into a pit.
The Create Pit spell indicates you get a Reflex save at +2. Being entangled gives -4 Dex, which cancels the bonus from the pit. And a bonus, the pit's bottom is likely still entangling.
/cevah
| kinderschlager |
Here is the spell. If gives the Entangled condition.
Entangled wrote:The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spellThe spell does not state it anchors you, nor does it impose an opposing force. You have impeded movement, but that it movement. Therefore you can fall into a pit.
The Create Pit spell indicates you get a Reflex save at +2. Being entangled gives -4 Dex, which cancels the bonus from the pit. And a bonus, the pit's bottom is likely still entangling.
/cevah
so for something like hungry earth that does have an entangle thatanchors you, the person would not fall in? basically, it would be on a case by case basis?
Serum
|
Here is the spell. If gives the Entangled condition.
Entangled wrote:The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spellThe spell does not state it anchors you, nor does it impose an opposing force. You have impeded movement, but that it movement. Therefore you can fall into a pit.
The Create Pit spell indicates you get a Reflex save at +2. Being entangled gives -4 Dex, which cancels the bonus from the pit. And a bonus, the pit's bottom is likely still entangling.
/cevah
I don't understand. Plants are rooted in place. That's what their roots are for. The entangle spell specifically states that creatures can't move unless they succeed at a strength check out acrobatics check, which means the plants must be anchoring the creatures and imposing an opposing force.
The only question is how much the plants' entanglement can oppose gravity.
| willuwontu |
The entangle spell specifically states that creatures can't move unless they succeed at a strength check out acrobatics check, which means the plants must be anchoring the creatures and imposing an opposing force.
Incorrect, it actually states:
Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition.
Only creatures that are moving into the effect and fail must stop their movement action there. Everyone else who's already in it saves on the caster's turn and failing does not make them unable to move.
| Cevah |
Yes it does... because of the rider in the entangled condition itself (bolded by Serum above)
Pretty sure the ground is an immobile object in this context.
But the ground does not do the entangling.
The next statement after that bolding is:
An entangled creature moves at half speed,
Being entangled does not prevent movement.
/cevah
| LordKailas |
It seems to stop movement
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Then the entangle spell states
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area.
So, if the grass, weeds, and other plants (aka the bonds) are not anchored to the ground for some reason, then yes you would be free to move about even with the entangled condition as the plants cling to your body. Assuming the plants are anchored (as is typical of normal plants) then opening a pit under the creature would not cause the creature to fall unless they break free of the plants presently entangling them.
| LordKailas |
The spell stops movement that goes into the area. Once in, you get the entangled condition. The condition then states you CAN move at half speed. So clearly, the plants are NOT preventing movement, but only impeding it.
/cevah
yes, if the bonds causing the entangled condition are not anchored.