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Uncle Pine
2014-01-30, 09:53 AM
It's fast.
It's sudden.
It hurts.
It's the dinamic entry! Also known as "What the hell is that?*CRASH*".

I'm looking for ways to get immunity to falling damage without resorting to spells/powers/magic items/class features that slow down your fall. For example, Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm) doesn't work because it "instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet)". Flying creatures are also immune to falling damage, but it's because they can either glide or somehow decelerate their fall (can't find the relevant text at the moment).
High-level solutions are ok, but low to mid-level solutions are preferred.
The plan is to jump from ridiculous height (airships? flying mounts?) over my enemies and hit them as a falling object (suboptimal, but cool).

Thanks in advance! :smallsmile:

EDIT: SRD link about falling damage. (http://www.d20srd.org/srd/environment.htm#falling)

So far, to completely negate falling damage we have:
- Epic Tumble check DC 100
- Regeneration + immunity to non-lethal damage
- Earthen Grace (http://dndtools.eu/spells/spell-compendium--86/earthen-grace--4427/) spell (Drd 2, Sor/Wiz 3) + immunity to non-lethal damage, stone and earth only
- Earth Glide, stone and earth only

Ways to partially reduce falling damage:
- Boots of the Cat (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-the-cat), PF only, only 1 damage/10 ft. (max 20 damage)
- Landing armor property (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#landing), -6d6 damage (60 ft.)
- Boots of Landing (http://www.d20srd.org/srd/psionic/items/universalItems.htm#bootsofLanding), -MLd6 damage (ML*10 ft.) X times/day for 500 gp*ML*uses/day
- Catfall (http://www.d20srd.org/srd/psionic/powers/catfall.htm) power

Nettlekid
2014-01-30, 10:06 AM
A Tumble check of 100 allows you to completely ignore all falling damage. That's a high check to make, but if you had max ranks, an Item Familiar, an item with a hefty bonus, a wand of Guidance of the Avatar, a way to take 10, and other skill-boosting methods that you'll find for Spellcraft on Incantatrix threads or Diplomacy on Diplomancer threads, then you could manage it. Fall from space.

Dusk Eclipse
2014-01-30, 10:11 AM
Getting some sort of Regeneration might be easier, you still take the damage but it is non-lethal, obviously high HP (even best if it is temporary from something like Vigor) is must to have a buffer.

Nettlekid
2014-01-30, 10:33 AM
Or the spell Earthen Grace if Regeneration is too much trouble, and make sure you land on stone or earth. And you could try to get immunity to nonlethal damage as well.

What about getting Earth Glide, so you fall from the sky, smash into your foe, and then they get hit on the ground but you ghost through?

Uncle Pine
2014-01-30, 01:12 PM
Tumble is nice! I'll go check some thread about min/maxing skills.
The Regeneration trick works, albeit it's a bit cheesy since you'd also be immune to all damage (except fire and acid damage, usually). :smallbiggrin:
Earthen Grace and Earth Glide work by RAW, although many DMs I've seen rule that falling objects are subject to the same damage they deal (3rd thermodynamic law) and thus would also rule that they don't protect you from all the falling damage. I just thought it was worth to mention it since it seems to be a common house rule.

Keep the ideas flowing!

Nettlekid
2014-01-30, 02:29 PM
I like the Tumble approach, because you can fluff the falling-damage-attack as doing a super spin from the sky and striking with a single crater-forming impact kick.

I don't know what's funnier, Tumbling down and spinning from high up to land perfectly, or to shoot down at high speed only to, moments before impact, spin like Sonic to a stop.

Uncle Pine
2014-01-30, 03:16 PM
I don't know what's funnier, Tumbling down and spinning from high up to land perfectly, or to shoot down at high speed only to, moments before impact, spin like Sonic to a stop.

It'd be funnier to pose like Superman (stretched out with both arms forward of the head) and then giga drill Tumble all the way into the enemies.

nedz
2014-01-30, 03:30 PM
Raptorian's from level 1

Vhaidara
2014-01-30, 04:32 PM
Get at least 121hp, then get a custom magic item that casts a 12th level Heal on you whenever you take falling damage. Since the most damage a fall can do is 120 (20d6), the Heal spell will negate the damage and the HP minimum ensures you will survive. Then have your wizard friend teleport you into orbit so you can deep strike (I'm doing this on a heavy armored ubercharger)

Uncle Pine
2014-01-30, 04:43 PM
Raptorian's from level 1
I'm pretty sure raptorans get glide and flying, which simply slow down the fall.


Get at least 121hp, then get a custom magic item that casts a 12th level Heal on you whenever you take falling damage. Since the most damage a fall can do is 120 (20d6), the Heal spell will negate the damage and the HP minimum ensures you will survive. Then have your wizard friend teleport you into orbit so you can deep strike (I'm doing this on a heavy armored ubercharger)
Wouldn't a custom magic item of contingent Heal will be way more expensive than a custom item of Vigor (ML 12+) to soak up the damage? :smalltongue:

Slipperychicken
2014-01-30, 05:00 PM
I'm pretty sure raptorans get glide and flying, which simply slow down the fall.

Pathfinder lets flying creatures negate falling damage. I believe there was a similar rule tucked away somewhere in 3.5 too.


Fly skill

If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.

Metahuman1
2014-01-30, 05:13 PM
Tumble check is Viable. Make 3 +30 Items of Tumble that give separate types of bonuses. One for luck, one for competence, and one for insight. Grab a masterwork tool. Couple of ranks and dex mod and your making the check with no chance to fail.


You may have to put cost reducers on the items to afford three of them. Like, a Curse that you can't get rid of them, requirements that you be a certain race, class and alignment, ext. If you have a decent diplomacy check you can haggle and cut down the price another 10% on top of that.

Incidentally, I'm totally stealing this idea.

Propagandalf
2014-01-30, 06:06 PM
I'm looking for ways to get immunity to falling damage without resorting to spells/powers/magic items/class features that slow down your fall.

Weeeeeeell I don't know if the Boots of the Cat count then. They are a magic item (1000gp) but they won't slow your fall, just make you take the minimum falling damage (1dmg/10ft.). Add some temporary hitpoints/DR and you're all set since the damage caps at 20d6 (20 points of damage). :smallsmile:

Pathfinder only I'm afraid.
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-the-cat

Edit. Oh, and you always land on your feet. That's a bonus.:smalltongue:

TuggyNE
2014-01-30, 10:45 PM
If you're open to exploiting a rules glitch, just declare that you are dropping prone. You will immediately be prone on the ground in your space, no falling damage, no build investment needed.

However, this is not particularly suitable for any practical game, given how braindead it is.

Vhaidara
2014-01-31, 02:25 AM
Wouldn't a custom magic item of contingent Heal will be way more expensive than a custom item of Vigor (ML 12+) to soak up the damage? :smalltongue:

I assumed you wanted to be combat ready on landing. Yes, vigor would be cheaper, but not instantaneous. Also, I'm pretty sure you can get it cheaper by specifying an unusual trigger condition.

NEO|Phyte
2014-01-31, 02:39 AM
Ways to reduce falling damage without going slower? The Landing armor property (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#landing), and Boots of Landing (http://www.d20srd.org/srd/psionic/items/universalItems.htm#bootsofLanding), though the boots are only 1/day.

TuggyNE
2014-01-31, 02:58 AM
I assumed you wanted to be combat ready on landing. Yes, vigor would be cheaper, but not instantaneous. Also, I'm pretty sure you can get it cheaper by specifying an unusual trigger condition.

Not vigor the spell, vigor the power, which gives temporary HP.

Uncle Pine
2014-01-31, 03:31 AM
Incidentally, I'm totally stealing this idea.
'Glad to hear that. :smallwink:


Weeeeeeell I don't know if the Boots of the Cat count then. They are a magic item (1000gp) but they won't slow your fall, just make you take the minimum falling damage (1dmg/10ft.). Add some temporary hitpoints/DR and you're all set since the damage caps at 20d6 (20 points of damage). :smallsmile:

Pathfinder only I'm afraid.
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-the-cat


Edit. Oh, and you always land on your feet. That's a bonus.:smalltongue:
Great gods those boots would be perfect! Added to the list (the PF/3.5 conversion isn't really difficult after all). Definitely the most efficient solution so far! :smallsmile:


If you're open to exploiting a rules glitch, just declare that you are dropping prone. You will immediately be prone on the ground in your space, no falling damage, no build investment needed.

However, this is not particularly suitable for any practical game, given how braindead it is.
That's RAW for you; 100% Rules-Legal, 110% silly. (cit.) :smallwink:
Good to know, although I don't think this particular solution will ever see use.


I assumed you wanted to be combat ready on landing. Yes, vigor would be cheaper, but not instantaneous. Also, I'm pretty sure you can get it cheaper by specifying an unusual trigger condition.
TuggyNE is right, I meant the power Vigor (this is also why I specified manifester level 12+, since the power gives 10 5 temporary hp/ML).
EDIT: I noticed that Vigor only gives 5 temporary hp/ML and thus it isn't a viable solution (it'd require a manifester level of 24 to gain 120 temporary hp) unless you share it with your psycristal along with Share Pain.


Ways to reduce falling damage without going slower? The Landing armor property (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#landing), and Boots of Landing (http://www.d20srd.org/srd/psionic/items/universalItems.htm#bootsofLanding), though the boots are only 1/day.
Added to the list, thank you! Plus, i think that the Boots of Landing can be improved per MIC rules (the price formula should be 500 gp*ML*uses/day).

Also, added the Catfall power.

TuggyNE
2014-01-31, 04:00 AM
EDIT: I noticed that Vigor only gives 5 temporary hp/ML and thus it isn't a viable solution (it'd require a manifester level of 24 to gain 120 temporary hp) unless you share it with your psycristal along with Share Pain.

Strictly speaking, even at ML 16 the temporary HP would absorb all 20d6 of the falling damage 92% of the time, and the remainder would not usually be significant. Still, it's not quite as thorough.