Shifting into thin air...


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Or need to make a skill check. You need to make a skill check when falling, whether or not that skill check is relevant (and it would only be relevant at 31 feet I guess).
Which you would only need to do if you could take damage from it. And it would only be relevant at 40+ feet, falling damage happens in increments of 10 feet.
 

Which you would only need to do if you could take damage from it. And it would only be relevant at 40+ feet, falling damage happens in increments of 10 feet.

And you can only make that skill check trained in Acrobatics. Otherwise, the skill check's not permitted you. It's a voluntary skillcheck, that if you're shifting down a cliff, would not be permitted you if you wished to post-fall shift.

Depends on the game as to whether I'd allow it in practice tho.
 

And you can only make that skill check trained in Acrobatics. Otherwise, the skill check's not permitted you. It's a voluntary skillcheck, that if you're shifting down a cliff, would not be permitted you if you wished to post-fall shift.

Depends on the game as to whether I'd allow it in practice tho.
Reduce Falling Damage: Free action if you fall.

Free Actions can occur during other actions. There is no RAW reason you could not shift off a cliff, fall, and then shift your remaining distance. It'd work fine with a normal move action, as well. You just need to find some way to not take damage from the fall, so you don't fall prone.

The revised "Hop Down" rules make this pretty clear. Falling does not take movement, but can be part of a move action.
 

Thanks for the replies. I'm surprised at how liberal most of those answers are. To push the envelope to absurdium...

The wall is 200 feet high. I shift one, instantly fall 200 feet (taking 20-3 = 17d10 falling damage, which at mid-paragon i should survive), land on my feet(thanks to the safewing amulet) then shift the other three along the ground. Right, that's my free action, now for my std, move and minor.

Anyone have a problem with that?
 

Thanks for the replies. I'm surprised at how liberal most of those answers are. To push the envelope to absurdium...

The wall is 200 feet high. I shift one, instantly fall 200 feet (taking 20-3 = 17d10 falling damage, which at mid-paragon i should survive), land on my feet(thanks to the safewing amulet) then shift the other three along the ground. Right, that's my free action, now for my std, move and minor.

Anyone have a problem with that?
Falling large distances should take time.

200 feet, real-world, would take more around 3 seconds. That's gonna be at least one action.

A safewing amulet sounds like it slows your fall. Probably at least 5-6 seconds in that case.

Your turn is ending while you fall.
 

Falling large distances should take time.

200 feet, real-world, would take more around 3 seconds. That's gonna be at least one action.

A safewing amulet sounds like it slows your fall. Probably at least 5-6 seconds in that case.

Your turn is ending while you fall.

I worked out the samish numbers as you and then drew a different conclusion, since your action represents what you do over a round, rather than an instant as long as the fall is less than 6 seconds I'm cool with it not ending your turn.
 

Thanks for the replies. I'm surprised at how liberal most of those answers are. To push the envelope to absurdium...

The wall is 200 feet high. I shift one, instantly fall 200 feet (taking 20-3 = 17d10 falling damage, which at mid-paragon i should survive), land on my feet(thanks to the safewing amulet) then shift the other three along the ground. Right, that's my free action, now for my std, move and minor.

Anyone have a problem with that?
Not by the RAW, no.
 

Thanks for the replies. I'm surprised at how liberal most of those answers are. To push the envelope to absurdium...

The wall is 200 feet high. I shift one, instantly fall 200 feet (taking 20-3 = 17d10 falling damage, which at mid-paragon i should survive), land on my feet(thanks to the safewing amulet) then shift the other three along the ground. Right, that's my free action, now for my std, move and minor.

Anyone have a problem with that?

Of course I would. That's why games have DMs.

200 feet... damn imperial, time to switch to SI... that's 60.96 m... d=at^2...

t=sqrt(d/a)=sqrt(60.96/9.8)=2.49 seconds. Assuming the actual shifting part is not instantaneous (it isn't teleportation after all) that means you'd have about 3 seconds or less to accomplish what most do in 6 seconds...

...yeah at that point I go "well, you don't have much actions left, what is it you want to do?" Endurance checks might come into play to push yourself to do it after all that physical trauma.
 

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