Kulan: Knightfall's Crisis in Bluffside Game [OOC]


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Only while you occupy the squares of the spell. And half movement doesn’t provoke Attacks of opportunity
Yes, his movement is only at half speed within the squares of the spell. Its not the half movement that I'm considering as what will provoke the AoO.

It's the fact that if he withdraws, only the first square (5 ft.) is supposed to count for not taking an AoO during the full-round action. But, if he has to spend 10 feet of movement to move through each square (including the first one) of the ice storm, while withdrawing, it makes it less clear cut in my mind. 😕

You're probably right, but I need to doublecheck whether or not withdrawing, in this way, includes only the first square of movement or the first 5 feet of movement. If the spell's area is considered difficult terrain*, does that change how Tim can withdraw or if he can use the withdraw action at all?

So, far the Rules Compendium (and the old v.3.5 FAQ) has been no help. :rolleyes:

And, I think we've had this conversation before for either this game or Heroes of Carnell, but I cannot remember what I decided. I might have to search both OOC threads. Right now, I've just started reading this old EN World thread from 2010.

* The PFRPG 1E version calls it difficult terrain, but the PHB v.3.5 does not. I found something online that says a character can't withdraw through difficult terrain, but that was for Star Wars Saga Edition, so not the same thing at all.
 
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There is also this that I'm looking at...

Rules of the Game: All About Movement (Part Seven)

Specifically...

OOC: Spells that Impede or Hamper Movement
Many spells create conditions that slow down movement. Solid fog is one example. A cloud of solid fog is so thick and cloying that any creature moving through it is reduced to a speed of 5 feet. This is just like hampered movement (see Part One), except that the creature's speed is reduced to 5 feet. The creature cannot run, charge, or take a 5-foot step, but it usually can move twice during its turn, covering 5 feet each time. If a creature moving through solid fog encounters anything else that reduces its movement (such as difficult terrain), it is reduced to using a full-round action to move 5 feet (see Part Two).

Acid fog affects movement in the same manner as solid fog. Plant growth has a similar effect if the caster chooses the overgrowth option.

Other spells create less dramatic effects. The grease spell creates slippery conditions in which it is impossible to move without a Balance check (DC 10). Even with a successful check, movement is hampered. With a failed check, you can't move at all. Whether you try to move or not, however, you must make a Reflex save to avoid falling down. You attempt the save the moment you find yourself in the spell's area or at the beginning of your turn if you begin your turn in the area.

Sleet storm hampers movement just as a grease spell does, though there is no Reflex save required (it also blocks vision).
 

From what I’ve read, the square you’re in is no longer threatened. So, unless he moves into a square that is threatened by someone else, he should be able to withdraw.

it depends if you think the ‘square’ is ‘two squares’ because of difficult terrain. I just think of squares as squares. I think that, if you withdraw, you are safe from the actual squares.
 


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