PDA

View Full Version : Immunity to falling without featherfall?



SangoProduction
2018-04-06, 05:59 PM
So, is it possible to get so much DR / temporary hit points (or some other method of mitigating damage) so quickly and repeatedly to be able to essentially continuously jump from terminal velocity heights? Pathfinder or 3.x is allow.

RoboEmperor
2018-04-06, 06:01 PM
Become incorporeal

mabriss lethe
2018-04-06, 07:06 PM
An elan with a big enough PP reserve could do it using their Resilience class feature with a 2:1 HP to PP conversion (4:1 with a feat)

Jack_Simth
2018-04-06, 07:10 PM
So, is it possible to get so much DR / temporary hit points (or some other method of mitigating damage) so quickly and repeatedly to be able to essentially continuously jump from terminal velocity heights? Pathfinder or 3.x is allow.

A terminal velocity fall is 20d6 damage. However: It's normal damage. Troll Blooded will do the job; Dragon #319, gives Regeneration 1 (Fire or Acid) (and some problems with sunlight). You can have it at level 1. Fall from non-orbital heights, and you take 20d6 damage. You'll get back up to full within 12 minutes (max 120 damage on 20d6 = 120 rounds = 12 minutes) after impact. And there's templates and class features that negate nonlethal... although do be wary of getting FAQ'd up (the FAQ contains a note about immunity to nonlethal damage negating regeneration).

daremetoidareyo
2018-04-06, 07:12 PM
always wear a drogue wing from one of the forgotten realms splats. You just glide along...

Shalist
2018-04-06, 09:45 PM
Shotgunning it with a response to a similar thread (http://www.giantitp.com/forums/showthread.php?488724-Spells-other-than-Feather-Fall-to-mitigate-falling-damage&p=20802000#post20802000):


-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.

edit: link to other thread

edit 2: Ready an action to use the boots of levitation (SRD) right before hitting the ground? I'm guessing 'no' though.

SangoProduction
2018-04-06, 10:30 PM
lol. OK. thanks.

gorfnab
2018-04-06, 10:44 PM
Elocater's Scorn Earth ability?

skunk3
2018-04-06, 11:17 PM
This doesn't give you immunity to falling damage, but it does cut it in half: http://www.realmshelps.net/magic/armor/Anti-Impact

It's pretty cheap too.

Celestia
2018-04-06, 11:18 PM
Some races with wings describe being able to glide down even when unconscious, taking no damage from falls. I don't think this is a general wing rule, though. Also, it's pretty niche because if you have wings, you're already immune to falling 95% of the time. :smalltongue:

SangoProduction
2018-04-06, 11:56 PM
I shoulda mentioned more explicitly that things that 'ignore/slow falling' like feather fall, gliding, or Scorn Earth were not what was being looked for. I liked the incorporeality thing. Was funny, even if they never actually fall, because if they did, they'd just keep falling and not take damage.

Bucky
2018-04-07, 10:56 AM
You could use various planar shenanigans, and triggered/readied actions, to turn off or reverse gravity around yourself right before impact. This makes you stop *falling*, rather than stop *accelerating*, thanks to the (3.5 only?) subjective gravity rules.


This approach has the fastest possible turnaround time on "repeatedly able to essentially continuously jump from terminal velocity heights." if you do it by reversing gravity.

Anthrowhale
2018-04-07, 11:47 AM
...although do be wary of getting FAQ'd up (the FAQ contains a note about immunity to nonlethal damage negating regeneration).
Where is this? I can't find it.