Sure Footing VS Grapple


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I don't see anything in sure footing that indicates it is limited to only magical effects.

Can it therefore be used to end the effects of a monster's grapple, or to rescue Buddy Threadgoode from getting stuck in the railroad tracks?

Seems like it would work in the former case since the Counteract rules say The following:

If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.

Though I'm not sure how it might be adjudicated for a natural hazard or circumstance that might not have an associated level.


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Pathfinder Adventure Path Subscriber

Any effect that does damage or has DCs or makes rolls probably should have a level given to it. Even if you are using Simple DCs for something that could be giving conditions like grabbed or Clumsy, a trained DC 15 is also a level 1 DC. An expert 20 DC is also a level 5 DC, a Master 30 DC is also a level 12 DC, and a Legendary 40 DC is also a level 20 DC.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Good advice. Thanks.

I was thinking how even simple incidental things like "getting one's foot stuck" is often given a hazard stat block in Paizo publications (and thus would have a level).


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Ravingdork wrote:
I don't see anything in sure footing that indicates it is limited to only magical effects.

And yes, I also don't see the spell being limited to magical effects.

Counteract rules apply to nonmagical things just as well.


What's funny is if you fail to counteract the effect, but the effect still falls within the "2 levels lower and you would have" clause.

What happens then?

Do you "suppress" the grapple, so the ally gets to move, and then suddenly, 1 round later, he becomes "grappled" again by a monster 30 feet away?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Curiouser and curiouser.


Ravingdork wrote:
Curiouser and curiouser.

Especially since this applies to any physical based immobilization effect.

Even your example of getting your foot stuck:

You supress the immobilization from the boulder on top of your foot, so you move away, and 1 round later, your foot suddenly gets stuck on the floor, while the boulder is still in the same spot 30 feet away....

They kinda dropped the ball imo when they put that suppress thingy in, since it really doesn't make any sense in any non-magical scenario.

Liberty's Edge

shroudb wrote:
Ravingdork wrote:
Curiouser and curiouser.

Especially since this applies to any physical based immobilization effect.

Even your example of getting your foot stuck:

You supress the immobilization from the boulder on top of your foot, so you move away, and 1 round later, your foot suddenly gets stuck on the floor, while the boulder is still in the same spot 30 feet away....

They kinda dropped the ball imo when they put that suppress thingy in, since it really doesn't make any sense in any non-magical scenario.

I would just think of it as suspending the forces that keep your body stuck. When the effect comes back in place, the forces come back and keep your muscles and bones immobile just like they were and for the same (rather short) duration. Even if you moved away from the source of the effect in the meantime.

Because it's magic.


The Raven Black wrote:
shroudb wrote:
Ravingdork wrote:
Curiouser and curiouser.

Especially since this applies to any physical based immobilization effect.

Even your example of getting your foot stuck:

You supress the immobilization from the boulder on top of your foot, so you move away, and 1 round later, your foot suddenly gets stuck on the floor, while the boulder is still in the same spot 30 feet away....

They kinda dropped the ball imo when they put that suppress thingy in, since it really doesn't make any sense in any non-magical scenario.

I would just think of it as suspending the forces that keep your body stuck. When the effect comes back in place, the forces come back and keep your muscles and bones immobile just like they were and for the same (rather short) duration. Even if you moved away from the source of the effect in the meantime.

Because it's magic.

So... you'd have to lift a boulder that's 30 feet away so that you can move again?

You'd have to have someone sneak back into the cell that your manacles were anchored and unlock them, or else you are just standing immobile outside of the prison now?

Let alone other considerations like "can the enemy spend an action to sustain the grapple even though you are now away?"

I know in my games which way I would rule, aka "suppress only works for magical effects"


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
shroudb wrote:
I know in my games which way I would rule, aka "suppress only works for magical effects"

Aye. That's how I'd run it too most likely. Suppressing a mundane effect long enough to get out simply means you're free.


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Pathfinder Adventure Path Subscriber

For conditions like grabbed, things that let you give it to someone else tend to specify that the grab ends if the creature moves away from source. I would personally then just rule that if the cause of the effect is no longer in position to maintain or give the condition, the condition just ends.

Liberty's Edge

shroudb wrote:
The Raven Black wrote:
shroudb wrote:
Ravingdork wrote:
Curiouser and curiouser.

Especially since this applies to any physical based immobilization effect.

Even your example of getting your foot stuck:

You supress the immobilization from the boulder on top of your foot, so you move away, and 1 round later, your foot suddenly gets stuck on the floor, while the boulder is still in the same spot 30 feet away....

They kinda dropped the ball imo when they put that suppress thingy in, since it really doesn't make any sense in any non-magical scenario.

I would just think of it as suspending the forces that keep your body stuck. When the effect comes back in place, the forces come back and keep your muscles and bones immobile just like they were and for the same (rather short) duration. Even if you moved away from the source of the effect in the meantime.

Because it's magic.

So... you'd have to lift a boulder that's 30 feet away so that you can move again?

You'd have to have someone sneak back into the cell that your manacles were anchored and unlock them, or else you are just standing immobile outside of the prison now?

Let alone other considerations like "can the enemy spend an action to sustain the grapple even though you are now away?"

I know in my games which way I would rule, aka "suppress only works for magical effects"

Sorry. I was focusing on the Grabbed condition given by a Grapple action, which has a set duration. When the duration ends, the condition ends.

I guess that for conditions without duration, they just stop since there is no duration that elapses.

Sovereign Court

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The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.


Ascalaphus wrote:

The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.

But then you are basically rulling that you fully counteracted the effect and not merely suppressed it.

Especially since the suppression effect mentions that the condition reappears without time having elapsed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
shroudb wrote:
Ascalaphus wrote:

The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.

But then you are basically rulling that you fully counteracted the effect and not merely suppressed it.

Especially since the suppression effect mentions that the condition reappears without time having elapsed.

I'm not really seeing a better alternative that doesn't completely break suspension of disbelief.

Sovereign Court

shroudb wrote:
Ascalaphus wrote:

The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.

But then you are basically rulling that you fully counteracted the effect and not merely suppressed it.

Especially since the suppression effect mentions that the condition reappears without time having elapsed.

Not precisely.

Suppress it for long enough, that with another action, you can indeed get out from under it. So there is a cost, it's not free. But the pricing is indeed attractive.


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shroudb wrote:
Ascalaphus wrote:

The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.

But then you are basically rulling that you fully counteracted the effect and not merely suppressed it.

Especially since the suppression effect mentions that the condition reappears without time having elapsed.

Yes. But is that really a problem? I don't see one. Yes, non-magical effects are a bit easier to remove that way. That's just ok.


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Pathfinder Adventure Path Subscriber

The reason I think the suppression effect was added and left in even for non-magical causes, is because it allows this spell to be effective in lower level slots for much longer than it would be otherwise. I think this is a good thing because the conditions it removes are common, but not often life threatening enough to waste a high rank spell slot and 2 actions on in an encounter situation. Giving the spell a pretty nice boost of “this is not likely to fail uselessly” feels like a kind way to keep it pretty relevant in a top rank -2 to -4 spell slot, where it’s not taking up a ton of character resources, but can be useful enough in a couple of encounter situations where I can see a lot of level 7 to 11 prepared support casters taking the time to memorize one in a lower tier slot.


Ravingdork wrote:
shroudb wrote:
Ascalaphus wrote:

The reasonable thing is to check when the suppression ends, whether the original cause for the effect is still valid.

If your friend was immobilized by being stuck under a boulder, was Sure-Footed, and walked away, then they shouldn't become immobilized again. Because the boulder can't do that at a distance.

If your friend was immobilized by magical goo, got Sure-Footed, walked away, but the goo is still on them, then afterwards they get immobilized again.

But then you are basically rulling that you fully counteracted the effect and not merely suppressed it.

Especially since the suppression effect mentions that the condition reappears without time having elapsed.

I'm not really seeing a better alternative that doesn't completely break suspension of disbelief.

I don't see the problem if RAW breaks suspension of disbelief that much to prohibit that scenario happenning altogether.

(Because strict RAW WILL have you immobilized from 30feet apart when the suppress ends, there's no second reading here, nothing "removed" the condition)

Or, as I said earlier, allow only magical effects to be suppressed.

The vague entry about:

Quote:
This spell can't counteract or suppress conditions that are part of the target's normal state.

May well include things like "you are chained to the wall, so being bound is your 'normal state' at the moment".

The terms used are too vague either way to be certain that this wasn't the intention all along.


shroudb wrote:

The vague entry about:

Quote:
This spell can't counteract or suppress conditions that are part of the target's normal state.

May well include things like "you are chained to the wall, so being bound is your 'normal state' at the moment".

The terms used are too vague either way to be certain that this wasn't the intention all along.

Nah, that's too big a stretch. Quite obvious that 'normal state' must be internal. And chains are very much an external circumstance.

Liberty's Edge

After reading Word of Freedom, I feel Sure Footing would have benefitted from getting the same text : "The target isn't affected by the chosen condition, and if you suppress the grabbed or restrained condition, the target automatically breaks free from the grab or restraint when you Cast the Spell."

I think it has likely been forgotten in the rush to get Remaster out.


shroudb wrote:


(Because strict RAW WILL have you immobilized from 30feet apart when the suppress ends, there's no second reading here, nothing "removed" the condition)

Not if the condition can't work under the new circumstances.

There's nothing incorrect about ruling it that way. It's logically and mechanically inconsistent in a way that the contra-position simply isn't.

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