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<blockquote data-quote="FreeXenon" data-source="post: 1959197" data-attributes="member: 6228"><p>Given the bolded areas below I would say yes to both. </p><p></p><p>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).</p><p></p><p>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). </p><p></p><p>I would vote for the former - staying all effects for the duration.</p><p></p><p>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. </p><p></p><p>You will want to look to your DM for a Staying or Automatically Resisting rulling.</p><p></p><p><strong><u>TRAVEL DOMAIN</u></strong></p><p></p><p>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 <strong>as if you were affected by the spell freedom of movement</strong>. 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).</p><p></p><p>This granted power is a supernatural ability.</p><p></p><p>Add Survival to your list of cleric class skills.</p><p></p><p><strong><u>Freedom of Movement</u></strong></p><p></p><p>Abjuration</p><p>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)</p><p></p><p>This spell enables you or a creature you touch to move and attack normally for the duration of the spell, <em>even under the influence of magic that usually impedes movement</em>, such as <strong>paralysis</strong>, solid fog, slow, and web. <strong>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.</strong></p><p></p><p>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.</p><p></p><p>Material Component: A leather thong, bound around the arm or a similar appendage.</p></blockquote><p></p>
[QUOTE="FreeXenon, post: 1959197, member: 6228"] 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. [B][U]TRAVEL DOMAIN[/U][/B] 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 [B]as if you were affected by the spell freedom of movement[/B]. 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. [B][U]Freedom of Movement[/U][/B] 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, [I]even under the influence of magic that usually impedes movement[/I], such as [B]paralysis[/B], solid fog, slow, and web. [B]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.[/B] 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. [/QUOTE]
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