| Waldham |
Hello, I have questions about Step.
Elf step (1 action) (feat 9) : You Step 5 feet twice.
Wing step (1 action) (feat 9/strix) : You Step 5 feet twice.
A Mobile rune gives : Once per turn, you can move an additional 5 feet when you Step.
So with an Elf/Wing step, you step 10 feet, then step 5 feet.
SERTUM, RUNE OF PREPAREDNESS : Invocation The rune-bearer can Step up to three times as a free action.
1/So with an invocation from rune of preparedness and elf/wing step, can the character step 5 feet six times ?
Skeletal extension (free action) (feat 10/necromancer) : Until the end of the
turn, your reach increases by 10 feet, and you can move 15 feet whenever you Step.
2/So a character with ellf/wing step and mobile rune can step 25 feet and step 20 feet ?
3/ For the feats with a step action in the description, elf/wing step does it apply or not ?
for example, spear dancer (1 action) : You Step and then Strike with a spear or polearm you are wielding, or Strike with the spear or polearm and then Step.
or : dodging roll (reaction) : You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.
Smoke Through Bamboo (Prerequisites New Moon Sarangay) (feat 5) : When you Step, you can move 10 feet instead of 5. This enables you to Step into and within difficult terrain as long as you can meet the extra movement cost.
4/ Does the elf/wing step apply with a magic item ?
For example :
Boots of Quick Marching (item 3) : Activate—Big Step [one-action] (concentrate); Frequency once per day; Effect The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice.
Pocket Watch of Stethelos :
Activate—Step Between the Ticks [two-actions] (manipulate); Frequency once per day; Effect You gain 3 actions, each of which must be immediately used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can’t speak, and can’t use any actions that would be triggered by your movements. While you’re taking these actions, you can’t take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.
implacable rune ?
Thanks for your future answer.
| TheFinish |
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So, answering in order:
1- No, you can't replace the Steps granted by Sertum with Elf Step or Wing Step, those are their own actions. You could Invoke Sertum (1 action) and then use Elf/Wing step (1 action) to step 5 times for 2 actions though.
2 - No, for two reasons:
a)Skeletal extension doesn't increase the distance you Step by 15 feet, it makes it 15 feet.
b)Both Elf Step and Wing Step specifically say you Step 5 feet, not just that you Step. So no matter what enhancements you have, the Steps granted by the feat are limited to 5 feet. Which means with a Mobile rune you can move 10 feet with one step (5+5) and then 5 with the second, for a total of 15 feet.
3 and 4 - Like in 1, no, if something grants you a Step, you can't replace that Step with Elf/Wing Step, because those are their own action, different from Step.
| Finoan |
Yeah, mostly this is answered in the Subordinate Actions rule.
If an action (like the activated ability of Boots of Quick Marching) gives you a named action like Step, then you can only use that specific named action - not other actions that are similar, no matter how similar they are. So you couldn't use Elf Step in place of either of those Step actions from Boots of Quick Marching.
Also, if a subordinate action has restrictions on it, those restrictions are mandatory. This does sometime cause a place where the GM has to decide which specific rule is 'more specific' in order to apply the Specific Overrides General rule. For example, Elf Step and Skeletal Extension: Skeletal Extension says that you can move 15 feet when you Step, and Elf Step says you can only Step 5 feet. So which takes priority, the Ancestry feat, or the Class feat? Both are specific rules trying to override the general rule for Step. Neither of them explicitly override the other. The GM is going to have to decide on the matter for their own games.
Some things that don't work together:
Feats with a step action in the description and elf/wing step. This runs into the Subordinate Actions rule. The feats with Step in the description only allow Step, not Elf Step or Wing Step.
Some things that might work depending on GM:
Mobile Rune and Elf Step. It is up to the GM to decide if the Mobile Rune can override the distance restriction of one of the Step actions of Elf Step.
Some things that do combine:
Boots of Quick Marching and Smoke Through Bamboo. The Boots give you two subordinate Stride actions with no restrictions. So the adjustment to all Stride actions from Smoke Through Bamboo would apply to those Step actions.
Rune of Preparedness and Elf Step. These would not really combine, but you could invoke them separately.
| TheFinish |
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Sertum + Skeletal Extension sound like I can do a 15 feet Step 6 times on my turn. Seems nice.
+5 feet with a Mobile Rune I guess.
The big problem with this is that Skeletal Extension is a Spellshape that gives you the bonus if your next action is a Grave Spell that consumes a Thrall until the end of your turn.
So because most of those spells use 2 Actions (except sanguine transference and temporary posession, which are 1A), you're left with just 1A with which to benefit from those 15 foot steps, making it...extremely lackluster. But it does also increase your Reach by 10 feet, so that's something.
The Raven Black
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The Raven Black wrote:Sertum + Skeletal Extension sound like I can do a 15 feet Step 6 times on my turn. Seems nice.
+5 feet with a Mobile Rune I guess.The big problem with this is that Skeletal Extension is a Spellshape that gives you the bonus if your next action is a Grave Spell that consumes a Thrall until the end of your turn.
So because most of those spells use 2 Actions (except sanguine transference and temporary posession, which are 1A), you're left with just 1A with which to benefit from those 15 foot steps, making it...extremely lackluster. But it does also increase your Reach by 10 feet, so that's something.
Thank you for the clarification. It did sound TGTBT.
I really look forward to street date for Impossible Magic.