| Post/Author/DateTime | Post |
|---|---|
| Sergikins12-18-06, 09:06 PM | The granted power of the travel domain lets you enjoy the benefits of freedom of movement an amount of rounds a day equal to your cleric level. my question is, how is this activated? like for examplle, lets say I am grappled. my turn comes around, i activate the power. is it standard? move? free? thanks |
| Thomas_Covenant12-18-06, 09:12 PM | Note: It's not precisely Free Action, but similar. It won't help you escape a grapple, for instance. It's not an action of any kind, it's triggered automatically, and stops automatically when it is no longer being used. I'm fairly certain you can't dismiss the effect or turn it "off" in any way, except by negating the cause. (For instance, if all enemies are dead, and you want to save the power for later battles, you're still burning through the 1 round/level duration.) |
| SilentOne12-18-06, 09:23 PM | Travel Domain 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 as if you were affected by the spell freedom of movement. 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. As stated, it happens automatically (meaning no action required, kinda like a super-immediate action). However, the "is not longer needed" clause is up to interpretation. Personally, as a DM, I'd let the player decide when they want it to stop (no longer needed) so that some trivial thing doesn't burn through a divine power. Seriously, it's a god's gift to you. They aren't that mean. |
| Thomas_Covenant12-18-06, 09:36 PM | However, the "is not longer needed" clause is up to interpretation. Personally, as a DM, I'd let the player decide when they want it to stop (no longer needed) so that some trivial thing doesn't burn through a divine power. Seriously, it's a god's gift to you. They aren't that mean.A bit on the generous side, but you have a point. I'd make them at least burn a standard action though, like dismissing a spell. It should take effort to disable a supernatural gift you don't "need", especially if it's actively protecting you. |
| Sergikins12-18-06, 10:43 PM | actually, fredom of movement protects from grapples. but aside from that, it seems liek teh consensus is fre action, which is what i have been using |
| Reversefigure412-18-06, 11:17 PM | The Travel Domain power does NOT give you Freedom of Movement, as the spell. It gives you a similar ability, but it only applies to magical constraints. You'll go straight through a Hold Person, for example, but it doesn't actually help against grapples. You need Freedom of Movement, the spell, to get that. |
| ShinAkuma212-18-06, 11:22 PM | actually, fredom of movement protects from grapples. but aside from that, it seems liek teh consensus is fre action, which is what i have been using Unless you're being grabbed by a magical grappler, like Spiritjaws (SpC), for example, the Travel Domain ability will not help you. |
| Ash the blackcowl12-20-06, 09:03 AM | The Travel Domain power does NOT give you Freedom of Movement, as the spell. It gives you a similar ability, but it only applies to magical constraints. You'll go straight through a Hold Person, for example, but it doesn't actually help against grapples. You need Freedom of Movement, the spell, to get that. I am glad someone finally took the time to read this correctly. A PC IMC was a bit peived when I made him read it at the table. It works vs Evard's, but when that giant constrictor gets you in his coils the squeeze is on! |
| tafkamhokie12-21-06, 10:36 PM | Ok, so it does not work against a grappler since it only works against magical effects. What about a giant contrictor snake conjured by a Summon Monster spell? Is that a magical effect? |