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View Full Version : Spells other than Feather Fall to mitigate falling damage?



Windrammer
2016-05-20, 02:35 AM
Looking for a way to plummet to the earth in a cool way without dying.

jiriku
2016-05-20, 02:43 AM
Jump greatly increases your Jump check, and you can make a Jump check to reduce falling damage. Jump check optimization is fairly straightforward, so it's probably an easy route to follow if you're interested in dropping distances of less than 100 ft.

Troacctid
2016-05-20, 03:07 AM
Heart of Air comes to mind.

Divide by Zero
2016-05-20, 03:21 AM
Any of the various ways to become immune to damage in general, of course.

Inevitability
2016-05-20, 05:50 AM
Ready an action to cast Levitate when you're about to hit the ground?

If you are wearing clothes, casting Suspension on those may also work. An evil DM would instead rule they are torn of your falling-at-terminal-velocity body, though.

Âmesang
2016-05-20, 06:11 AM
Conjure inflatable raft

Worked for Indiana Jones. :smallbiggrin:

Darrin
2016-05-20, 06:49 AM
Catfall power, Boots of Landing (500 GP, MIC), and the Landing property (+4000 GP, MIC) negates falling damage and automatically allows you to land on your feet. You could also use the lesser armor enhancement infusion (Eberron Campaign Setting) to get the Landing property on your armor.

Inevitability
2016-05-20, 07:51 AM
Catfall power, Boots of Landing (500 GP, MIC), and the Landing property (+4000 GP, MIC) negates falling damage and automatically allows you to land on your feet. You could also use the lesser armor enhancement infusion (Eberron Campaign Setting) to get the Landing property on your armor.

Note that Catfall doesn't actually negate falling damage: it just reduces it.

Seppo87
2016-05-20, 07:54 AM
Have more than 120hp

Falling damage caps at 20d6

ExLibrisMortis
2016-05-20, 08:00 AM
Some species get the ability to glide, such as raptorans and wing aspect dragonborn. There is also the drogue wing, a piece of nonmagical equipment that lets you glide. It's fantastically terrible, requiring a minimum of 40' to negate falling damage, and a full hour to refold it for reuse, but it's only 300 gp.

Gallowglass
2016-05-20, 09:45 AM
http://www.d20pfsrd.com/magic/all-spells/b/bouncy-body

My favorite for style

Darrin
2016-05-20, 10:32 AM
There is also the drogue wing, a piece of nonmagical equipment that lets you glide. It's fantastically terrible, requiring a minimum of 40' to negate falling damage, and a full hour to refold it for reuse, but it's only 300 gp.

I found a way around that. (http://www.giantitp.com/forums/showsinglepost.php?p=20650036&postcount=77) The swift ready spell/infusion (Forge of War p. 117) can be used to refold the drogue wing as a swift action.

ATHATH
2016-05-20, 10:58 AM
Wouldn't Fly work?

Manyasone
2016-05-20, 11:40 AM
Icarus Landing System, oh yeah. I need to add it with cybernetic enhancement system... But it's way cool

Malimar
2016-05-20, 12:16 PM
Obvious reference: "Cleric's Feather Fall (http://www.giantitp.com/comics/oots0806.html)"

ExLibrisMortis
2016-05-20, 03:25 PM
I found a way around that. (http://www.giantitp.com/forums/showsinglepost.php?p=20650036&postcount=77) The swift ready spell/infusion (Forge of War p. 117) can be used to refold the drogue wing as a swift action.
Sweet! Iron Chef competitions really bring us the best new tricks.

Shalist
2016-05-20, 06:00 PM
-Use a readied action to cast Solid fog (http://www.d20srd.org/srd/spells/solidFog.htm), which reduces falling damage by 1d6 for every 10 feet you fall through it (so, essentially 2d6 without metamagic)

-Summoning a water elemental to obliterate with your landing might be more hilarious (normally a full round casting time though).

-Anti-impact armor (Cwar 133; +2,000g) halves damage from falling, constriction, and other 'whole body bludgeoning' type affects, effectively capping your falling damage at an average of 35. Remember, you want your DM to roll 20d6 and halve it, rather than just rolling 10d6, for the narrower / more reliable damage range.

-Anything that grants damage reduction; combine 20/magic DR with anti-impact armor and MIC's boots of landing (-2d6 damage), and even a suborbital drop with no other mitigation would generally only result in 5-15 lethal damage, despite leaving a huge crater.

-The roofwalker feat (RoD pg 156) lets you ignore the first 20 feet, instead of 10 feet, on a successful jump check (though, like with the 'landing' armor property in MIC, is of questionable usefulness if you're falling 1000s of feet).

-Transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) would turn the first 1d6 damage into nonlethal, cumulative with other means.

Via 'readied action' shenanigans, use wings of cover right before the planet hits you with its melee attack. Again, bonus points for still leaving a huge crater.

Shiftweave (MIC pg 134; 500g) lets you change your cloths into 5 predetermined designs / outfits as a swift, mental action. Parachutes are made out of cloth. Just sayin'.

-Earthsilk jersey (RoS 159; 150g) gives 1 point of DR against bludgeoning.

Âmesang
2016-05-20, 07:07 PM
There is also the drogue wing, a piece of nonmagical equipment that lets you glide. It's fantastically terrible, requiring a minimum of 40' to negate falling damage, and a full hour to refold it for reuse, but it's only 300 gp.
Is anyone else reminded of The Complete Ninja's Handbook?

Giant Kite Flying: This proficiency is of use only to characters who intend to fly the unusual items called hito washi (human eagle) and yami doko (man-sized kite). It is an expensive skill and difficult to master, so there are very few practitioners. Without this proficiency, a character trying to use a giant kite is certain to crash and do himself great harm, if not kill himself. Even with this proficiency, the character is very likely to do so.