Stable Footing Feat from Eberron ?

Tellerve

Registered User
One of my players and I had a question tonight about the Stable Footing feat from Races of Eberron. We understand the first part where it gives you the +4 bonus to tripping/bull-rushing, but what we aren't quite sure of is the "take no movement penalties for moving over difficult terrain."

Where our questions concerned were about running/charging over uneven terrain and such. It would appear it would allow you to charge over...for instance uneven flagstones. Or perhaps it doesn't? I'm just a bit unsure on the terrains that normally cost 2 times the movement for each square and ones that require DC 10 balance checks to charge over. Would this feat allow him to charge over those 2 for 1 areas without having to make a balance check? Or can he but he still needs to make the balance check?

What about terrain that requires more movement per square, 4 to 1 for dense vegetation or something similar? Would it reduce it by 1, at all, all of it?

Thanks,

Tellerve
 

log in or register to remove this ad

Difficult terrain as defined in the PHB (pg. 307) is: "An area containing one or more features (such as rubble or undergrowth) that costs 2 squares instead of 1 square to move through." And I'd personally allow him to skip the balance check, though I suppose if you took an uber-RAW look at it then it doesn't let you skip it.

Now that I look at it, I'm not sure what the 4fer spaces are called, or actually just the same thing and they just missed changing the PHB for the 4fers.
 

hehe, well thanks for the almost clarification there CronoDekar ;)

I'm still unsure about how this feat, and also the Scout ability of Flawless stride would work when pitted against bogs, hedgerows, and heavy undergrowth. All cost 4+ squares of movement to go into. Can a scout really cross over a hedgerow that should cost 5 squares of movement in 1 square? I know that the flawless stride says it doesn't help out if you need to climb or swim. But, while you can make a dc10 climb check to get through it in 2 squares, would you even need to try if you had flawless stride?

Tellerve
 
Last edited:


Stable Footing; "…take no movement penalties for moving over difficult terrain…"

Charge; “…nothing can hinder your movement (such as difficult terrain or obstacles)…”

Difficult Terrain; “…An area containing one or more features (such as rubble or undergrowth) that costs 2 squares instead of 1 square to move through…”
The limitation on charging has nothing to do with difficult terrain; rather, the limitation is based on whether or not your movement is hindered.

(Generally, difficult terrain hinders movement and therefore prevents charging.)

However, since Stable Footing removes the movement penalty, the limitation on charging is never met and therefore is a legal action.

Since Difficult Terrain covers both rubble and undergrowth and the penalties are cumulative, normal movement would be quartered (4 for 1 movement). However, since these are all labelled ‘Difficult Terrain’, the Stable Footing feat would counter both penalties.

In summary;

Difficult Terrain = Hindered Movement = Illegal to Charge

But in this case;

Difficult Terrain + Stable Footing = Unhindered Movement = Legal to Charge.


Note: In several sections the rules contradict themselves (shock! horror!) and state that difficult terrain makes running or charging impossible, without the mention of hindered movement. Since these are summaries and generalisations of the charge rules, the more detailed explanation and rules should take precedence.
 
Last edited:

Remove ads

Top