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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Freedom of Movement, providing "movement as normal"
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<blockquote data-quote="Infiniti2000" data-source="post: 2346090" data-attributes="member: 31734"><p>This is the easier one to answer: No. When underwater you are swimming, end-of-story. You use your swim speed or whatever your swim speed would be with appropriate swim checks (1/4 speed, etc.). One problem, however, is that it doesn't say land speed, just 'speed', so the default speed you use would probably have to be the creature's default speed (the first speed value listed).</p><p> </p><p> This one's a lot more open to debate. The thing you have to be very careful of, though, are the side effects. For example, if you are immune, for lack of a better word, to the effects of the current, doesn't that make it impossible for you to swim and you'd sink like a stone? In fact, freedom of movement in such a case becomes a potential killer. Obviously, that's not right, so you could limit it to just those external influences, magical or not, that reduce your 'normal' movement rate (from 1/4 speed with a Swim speed for example).</p><p> </p><p>Note that I don't think that a bull rush or a trip impedes your movement. Bull rush moves you, outside of your turn, but you can continue to move somewhere else normally. Trip puts you on your butt, but you can get up and move normally. While prone, you could take a full-round action to crawl 5ft, as normal. For a strong current, I would have the current move you (once a round for example), and you can swim as normal (despite the current), but as long as you stay in it, you get moved down stream.</p><p> </p><p>Tough questions, but that's my opinion on it.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 2346090, member: 31734"] This is the easier one to answer: No. When underwater you are swimming, end-of-story. You use your swim speed or whatever your swim speed would be with appropriate swim checks (1/4 speed, etc.). One problem, however, is that it doesn't say land speed, just 'speed', so the default speed you use would probably have to be the creature's default speed (the first speed value listed). This one's a lot more open to debate. The thing you have to be very careful of, though, are the side effects. For example, if you are immune, for lack of a better word, to the effects of the current, doesn't that make it impossible for you to swim and you'd sink like a stone? In fact, freedom of movement in such a case becomes a potential killer. Obviously, that's not right, so you could limit it to just those external influences, magical or not, that reduce your 'normal' movement rate (from 1/4 speed with a Swim speed for example). Note that I don't think that a bull rush or a trip impedes your movement. Bull rush moves you, outside of your turn, but you can continue to move somewhere else normally. Trip puts you on your butt, but you can get up and move normally. While prone, you could take a full-round action to crawl 5ft, as normal. For a strong current, I would have the current move you (once a round for example), and you can swim as normal (despite the current), but as long as you stay in it, you get moved down stream. Tough questions, but that's my opinion on it. [/QUOTE]
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Community
General Tabletop Discussion
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Freedom of Movement, providing "movement as normal"
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