Travel Domain Special Ability

Marimmar@Home

First Post
Hi all!

I have two questions regarding the Freedom of Movement special ability granted by the Travel Domain.

1) Does the ability prevent being grappled?

2) Does the ability work against a ghoul's paralyzing touch?

These questions came up IMC and at least for me they are quite unclear.


NB:
TRAVEL DOMAIN

Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.


~Marimmar
 

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Good questions.

The freedom of movement spell does make you fundamentally ungrappleable, so I was about to say that the Travel power does, too. But, there's that pesky phrase in the Travel power description, "regardless of magical effects that impede movement" (emphasis mine). Grappling isn't usually a magical effect.

As far as the Travel power making you immune to ghoul paralysis, I'd say no. First of all, ghoul paralysis is an extraordinary ability, so it's not magical at all (and thus, subject to the issue I just pointed out). Secondly, I'd say that freedom of movement wouldn't make you immune to ghoul paralysis, anyway; I see nothing in the spell description that would lead me to believe otherwise.
 

Given the bolded areas below I would say yes to both.

However, in the case of Paralysis. it is not clear if the the effect is effectively dispelled or resisted, or if the effect is just stayed. If you fail your save you could argue that it stays the effect for as long as the Domain Ability will function (1 round per cleric Level).

Given that for grapples, you automatically succeed in opposed grapple check to resist a grapple, you could argue that this means that you auomatically pass saves to resist paralysis and like effects therefore negating it. This interpretation would make it horrendously more powerful, however (especially for an domain ability that you can get at first level).

I would vote for the former - staying all effects for the duration.

A 5th level Cleric that is subject to Entangle and Slow in the same round and fails his save could stay the effect for 5 of slow for rounds vice automatically making his save negating the spell effect. Negation (by a successful save) is significantly more powerful than the staying of an effect.

You will want to look to your DM for a Staying or Automatically Resisting rulling.

TRAVEL DOMAIN

Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Freedom of Movement

Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal or touch Target: You or creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Material Component: A leather thong, bound around the arm or a similar appendage.
 
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I missed the reference to paralysis in the freedom of movement description. Need to learn to read for comprehension. ;)

Still, while freedom of movement clearly covers both magical and non-magical effects that impede movement, the Travel domain ability states "you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement". If this was meant to cover both magical and non-magical effects, why would it specifically only state "magical effects"?
 
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1) is a grapple a magical effect that impedes movement? generally no, so no.

2) is the ghouls touch a magical effect that impedes movement? not even close.

Nope. Note that this effect is not exactly the same as the freedom of movement spell, it only works for certain effects in the same way, not for all effects in the same way.

It is still a very strong ability, but it is not the same as freedom of movement.
 

Because the description of the domain ability specifies "magical effects", I have always interpreted it to apply only to spells, spell-like abilities, and supernatural abilites. My answer is no, to both your questions.
 

I would interpret the phrasing of the ability to mean that it pertains only to magical effects that impede movement.

Follow a simple criteria list

Does the effect impede movement?
Is the effect magical?

If both answers are yes, look at the Freedom of Movement spell to see how the ability effects the effect.
 


No to both.

The thing here that confuses many people is that the Freedom of Movement spell would protect against both of the things you mention. However, the Travel Domain does not grant use of the Freedom of Movement spell (if it did, it would have to provide a caster level for the ability). It merely allows the cleric in question to ignore magical effects that impede movement. The cases you mention are not magic effects, so the domain ability will not help.
 

If I am wearing medium or heavy armor, would my speed not be reduced if I had Freedom of Movement active? Would I be subject to armor check penalities?
 

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