Naturalism: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
Line 20: Line 20:
The Naturalism skill is an expression of your practical knowledge of the wilderness and nature.  For each rank a character places in Naturalism, the character receives a free rank in [[Knowledge (Nature)]].  Note that no character may ever have more ranks in a skill than her character level.  
The Naturalism skill is an expression of your practical knowledge of the wilderness and nature.  For each rank a character places in Naturalism, the character receives a free rank in [[Knowledge (Nature)]].  Note that no character may ever have more ranks in a skill than her character level.  


At the time the player places her first ranks in this skill, she must select one of her ability modifiers, and use that ability modifier as the key ability modifier for this skill.  Once selected, this ability modifier may not be changed, except through the [[Character Retraining]] rules.
Each character class gains a single bailiwick skill at character creation, and this bailiwick skill is always a natural talent for your character.  When you place your first rank in this skill, you must select one of your ability modifiers, and use that ability modifier as the key ability modifier for this skill.  Once selected, this ability modifier may not be changed, except through the [[Character Retraining]] rules. Natural talent skills never suffer an armor check penalty, even if you associate that skill with your STR or DEX modifier. 


Regardless of which ability modifier is used, Bailiwick skills never suffer an armor check penalty.
If you gain a second bailiwick skill (usually through a racial trait), it is not automatically a natural talent (even though you typically get to choose which of your ability score modifiers is aligned to the second bailiwick skill).  Armor check penalties do apply to the second bailiwick skill if you choose to associate it with your STR or DEX modifier, and you do not gain matching ranks in the linked skill for that bailiwick skill (in the case of ''naturalism'', [[Knowledge (Nature)]]).


As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.


===Check===
== Identify A Spell ==
Naturalism is used to simulate your ability at being an explorer of the untamed wilds.  With Naturalism, you can identify spells as they are being cast, improve your party's overland travel speed and create better campsites.
{{Template:SkillUse


{| border=1 cellpadding=5 style="text-align: left"
| Skill-Use = Identify A Spell
! Task || Naturalism DC
|-
| Identify a spell being cast in combat || 10 + double Caster Level
|-
| Create a secure campsite || Opposed by enemy Perception rolls (as Stealth)
|-
| Improve Overland Travel || 20 + highest CR of person/creature aided, +1 per mile hustled already today.
|-
| Identify the properties of a magic item || 10 + double item's Caster Level
|-
| Craft a magic item with the Creator feat || Varies by item
|}


| Core-Skill = Naturalism


===Action===
| Benefit = You can attempt to identify a spell or spell-like ability as it is being cast. This may provide useful information about how it can be resisted, or what secondary effects it might inflict.
====Identify Spell Being Cast====
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.


Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a [[Perception]] check due to distance, poor conditions, and other factors.


====Create a Secure Campsite====
| Action = Free action, which can be performed outside of your turn.
Creating a secure campsite takes one hour of searching for a useful site (which can be combined with travel time), and another hour of campsite preparation to establish clear sight-lines, set up warning triplines, and other minor activities.  The GM assumes a creature of the appropriate Challenge Rating is looking for the campsite, and rolls a Perception check in secret.  The result is the target for the Naturalism roll to hide the campsight. If successful, the chance for a random encounter while camped is reduced by half.  Furthermore, anyone on watch receives a +4 circumstance bonus to their Perception checks to notice approaching creatures.  If more than one character has the Naturalism skill, they may assist each other on this roll.


| DC = 10 + double the caster's level or CR


====Improve Overland Travel====
| Modifiers = * '''Distance To Caster:''' Like perception checks, you take a -1 penalty to your ''naturalism'' check to identify a spell being cast for every 10 feet of distance between you and the target (cumulative).
Improving overland travel for your party is a continuous process, but it is part of the movementYou must make a check each hour you travelIf successful, you can increase your party's overland movement by 1 mile for that hour, whether the party is walking or hustling.
* '''Poor Conditions:''' Any conditions which hamper your ability to see the target, such as rain, fog, etc. inflict a penalty to your check.  This ranges from -2 to -20, depending on how severely the conditions affect your perception of the targetA -2 penalty might be caused by several intervening creatures, while a -20 penalty might be caused by the target having total concealment from a source like [[Displacement (Spell)]].  The GM is the final arbiter of how badly the conditions affect your check.  Note that any extraordinary senses you have, such as [[darkvision]] or [[blindsense]] should be mentioned to the GM when they are assessing this penalty, as they may significantly reduce or eliminate it.


| Take10-Take20 = Yes


====Determine Properties of Magic Item====
| Assist = No
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.


| Success = You successfully identify the spell or spell-like ability being cast.


====Crafting Magic Items====
| Failure = You are unable to determine what the spell or spell-like ability is.
Naturalism is one of the skills which, when combined with the [[Creator]] feat, may be used to create new magic items.


| Retry = No


| Provokes = No


===Try Again===
}}
====Identify Spell Being Cast====
You cannot retry checks made to identify a spell.


== Create a Secure Campsite ==
{{Template:SkillUse


====Create a Secure Campsite====
| Skill-Use = Create a Secure Campsite
No. The check represents your best efforts, and building up the camp site a second time doesn't let you anticipate something that you never considered in the first place.


| Core-Skill = Naturalism


====Improve Overland Travel====
| Benefit = You can select a location for a campsite which is difficult for enemies to approach without giving your party a good chance of spotting themSuch a shelter is often blocked on one or more sides by a natural feature, such as a cliff-side, or impassibly thick undergrowth.  This skill use allows you to create a campsite which reduces the chance of a random encounter by half for one full night's rest, and grants anyone on watch a +4 circumstance bonus to their [[Perception]] checks to notice any potential threats approaching your campsite.
No. Any check which is failed grants no benefits to overland speed for the next hour of travelYou get to make a new check each hour, however.


You must assign at least one ally to keep watch at all hours in which you are in the campsite or the benefits of this skill use are immediately lost (the chance of a random encounter returns to normal).  This need not be the ''same'' character the entire night, of course.


====Crafting Magic Items====
| Action = 1 hour to set up the campsite: establish clear sight-lines, set up warning trip-lines, etc.
Yes, but resources used in the creation of the item are often expended and must be repurchased.  Additionally, the process of the item's creation must be restarted from the beginning.


It is assumed you also spend an hour during your travel time to actually locate an appropriate site, but this does not slow down your overland movement, so it is ignored unless your means of overland movement would prevent searching for a suitable campsite.


====Determine Properties of Magic Item====
| DC = * [[Skill DC|Challenging]] DC versus the average CR for enemies in the campsite's area
When attempting to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts that day reveal the same results.  Note that this skill may be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check.


| Modifiers = * '''Large Party:''' add +1 to the DC for every two allied creatures present in your campsite beyond four (round down). That is, up to 5 creatures incur no penalty, 6-7 creatures add +1 to the DC, 8-9 creatures add +2, etc. This modifier only applies to creatures of small or medium size.
* '''Mounts and Pack Animals:''' add +1 to the DC for each sized-large or larger allied creature present in your campsite.
* '''Cold Campsite:''' Uncooked food and cold sleeping conditions are bad for your health and morale.  However, if you choose not to light a fire, the DC of the check decreases by -5.
* '''Partying:''' If you and your companions decide it's a good night for drinking and shenanigans, the DC of this check increases by +5.


| Take10-Take20 = You can take 10, but you cannot take 20.


===Epic Skill Uses===
| Assist = Yes (up to 5 allies). Allies must have ranks in the ''naturalism'' skill.


Note: All uses below require a minimum of 21 Ranks in the skill to use.
| Success = You cut the chance of a random encounter interrupting your next full night's rest (up to the next 12 hours) in half.  In addition, allies who are on watch gain a +4 circumstance bonus to notice any potential threats approaching your campsite.
* (Epic Only) If you have at least 21 ranks in ''naturalism'', and you succeed on this check, your camp has no chance at all of suffering a random encounter for the next full night's rest (up to the next 12 hours). You must still assign allies to keep watch at all times, however, or this benefit is lost.


| Failure = Your campsite provides no useful benefit against random encounters, and your allies on watch receive no circumstance bonus to [[Perception]] checks.


====Ideal Campsite====
| Retry = No. The check represents your best efforts, and building up the camp site a second time doesn't let you anticipate something that you never considered in the first place.
(DC 35 + CR of enemies in the area +1 per additional person with you) - create a campsite with no chance of random encounters for 8 hours.


====Ignore Overland Movement Penalties for Terrain====
| Provokes = Yes. Don't try this during combat.
(DC 25 + CR of highest level person or creature with you, + 2 per additional person with you).
 
}}
 
== Improve Overland Travel ==
{{Template:SkillUse
 
| Skill-Use = Improve Overland Travel
 
| Core-Skill = Naturalism
 
| Benefit = You can use ''naturalism'' to increase your party's [[Types_of_Movement#Overland_Movement|overland travel]] speed by 1 mile per hour if walking, or 2 miles per hour if hustling.  This check is made once per hour, at the end of each hour of travel.  While it does require some of your concentration and attention to sustain this each hour, you may react to your surroundings and perform other tasks as normal.
 
| Action = Standard action, up to once per hour
 
| DC = [[Skill DC|Challenging]] DC vs. the highest CR of person/creature in your party
 
| Modifiers = * '''Hustle:''' For each hour you have hustled today, increase the DC by +2.
* (Epic Only) If you have at least 21 ranks in ''naturalism'', you can also cause your party's overland travel to ignore terrain penalties, by increasing the DC to a [[Skill DC|Hard]] check vs. the highest CR of the person/creature in your party.
 
| Take10-Take20 = You can take 10, but you cannot take 20.
 
| Assist = Yes (up to 5 allies). Assisting allies must have ranks in ''naturalism''.
 
| Success = You increase the distance traveled by your party by 1 mile for the hour walked.  If your party was hustling, you increase the distance traveled by 2 miles.
 
| Failure = Any check which is failed grants no benefits to overland speed for the previous hour of travel.
 
| Retry = No, you must travel overland for another hour before you can try again, and doing so has no effect on this most recent hour of travel. (Unless it's ''time'' travel. Huh?  Get it? HUH?!? *nod* You get it.)
 
| Provokes = No
 
}}
 
== Identify Magic Item ==
{{Template:SkillUse
 
| Skill-Use = Identify Magic Item
 
| Core-Skill = Naturalism
 
| Benefit = You can use ''naturalism'' to identify the properties and command words (if any) of a magic item you are holding. This is identical to the [[Divinity]] and [[Spellcraft]] ability to identify magic items.  It is also very similar to the [[Barter]] ability, except that it is faster.
 
''Naturalism'' may also be used to [[assist]] another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check.
 
| Action = 3 rounds per item you are attempting to identify
 
| DC = 10 + double the caster level of the item
 
| Modifiers = -
 
| Take10-Take20 = No
 
| Assist = Yes (up to 5 allies).
 
| Success = Item is identified, including the command words (if any) needed to trigger its magical properties.
 
| Failure = Item is not identified
 
| Retry = You must wait 24 hours before retrying on the same item. Any attempts in the meantime always fail.
 
| Provokes = Yes
 
}}
 
== Craft Magic Item ==
{{Template:SkillUse
 
| Skill-Use = Craft Magic Item
 
| Core-Skill = Naturalism
 
| Benefit = When combined with the [[Creator (Feat)|Creator]] feat, ''naturalism'' can be used to create magic items.
 
A day of crafting a magic item is 8 uninterrupted hours of work in an appropriate work space.  While you can do other things during that day, you must have 8 consecutive hours in your work space for it to count towards the number of days required to make the magic item.  Working fewer than 8 hours at a time fails to reduce the number of days required to finish the work – you can't work fractions of days and then add them together to create a day of work.
 
Days of work need not be consecutive.  You can take breaks or go adventuring, then come back and keep working, and this does not harm the final product in any way, except to delay its completion date.  However, if you begin working on a different magic item before the first one is finished, all work on the first one is lost, and any components used for its creation are destroyed, just as if you had failed the check.
 
| Action = 2 days, +1 day per caster level of the item being created.
 
You can never reduce the time to create a magic item below 3 days, no matter how well you roll.
 
| DC = * If your skill check result is at least an [[Skill DC|Easy DC]] for your current level, but less than an [[Skill DC|Average DC]] the time required to complete the magic item is increased by 1 day '''OR''' 10%, whichever is worse.
* If your skill check result is at least an [[Skill DC|Average DC]] for your current level, but less than a [[Skill DC|Challenging DC]], the required time to complete the magic item is unchanged.
*  If you roll grater than or equal to a [[Skill DC|Challenging DC]] for your current level, but less than an [[Skill DC|Impossible DC]], the required time to complete the retraining is reduced by 1 day '''OR''' 10%, whichever is better.
* If you roll greater than or equal to an [[Skill DC|Impossible DC]] for your current level, the required time to complete the retraining is reduced by 3 days '''OR''' 25%, whichever is better.
 
| Modifiers = If you are attempting to create a magic item that has more than one enchantment on it, the caster level of the item is determined by taking the highest caster level of the enchantments you wish to add, and then adding +3 caster levels to that number for each additional enchantment you are adding after the first. The maximum caster level of an item is 35, and if an item's caster level is above 21, you cannot create that item until you have at least 21 ranks in your bailiwick skill.
 
| Take10-Take20 = No
 
| Assist = Yes, but only if each assisting ally has [[Cooperative Crafting (Feat)]]. Up to 5 allies with that feat may assist.
 
| Success = You create the magic item after the designated number of days.
 
| Failure = * If you fail to achieve at least an [[Skill DC|Easy DC]] for your current level, or you roll a natural 1 on the die, the attempt fails.  The components you intended to use in the item's creation are destroyed, including any monetary expenses for the item.  This failure occurs on the final day of the item's creation, meaning you also lose a number of days equal to its unmodified creation time (minimum 3 days).
 
| Retry = Yes, though you must procure new components to replace the destroyed ones, and begin the process again.  You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what ''not'' to do.
 
| Provokes = Yes. Don't try this during combat.
 
}}

Revision as of 21:15, 11 May 2017

Description

Ability Score Used: Choose One
Usable Untrained? No (Bailiwick)
Armor Check Penalty Applies? No

Only Barbarians, Druids and Rangers may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a skill that represents the core competency of a style of adventure, and has many useful applications.

The Naturalism skill is an expression of your practical knowledge of the wilderness and nature. For each rank a character places in Naturalism, the character receives a free rank in Knowledge (Nature). Note that no character may ever have more ranks in a skill than her character level.

Each character class gains a single bailiwick skill at character creation, and this bailiwick skill is always a natural talent for your character. When you place your first rank in this skill, you must select one of your ability modifiers, and use that ability modifier as the key ability modifier for this skill. Once selected, this ability modifier may not be changed, except through the Character Retraining rules. Natural talent skills never suffer an armor check penalty, even if you associate that skill with your STR or DEX modifier.

If you gain a second bailiwick skill (usually through a racial trait), it is not automatically a natural talent (even though you typically get to choose which of your ability score modifiers is aligned to the second bailiwick skill). Armor check penalties do apply to the second bailiwick skill if you choose to associate it with your STR or DEX modifier, and you do not gain matching ranks in the linked skill for that bailiwick skill (in the case of naturalism, Knowledge (Nature)).

As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.

Identify A Spell

You can attempt to identify a spell or spell-like ability as it is being cast. This may provide useful information about how it can be resisted, or what secondary effects it might inflict.

Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception check due to distance, poor conditions, and other factors.

Action Required:

Free action, which can be performed outside of your turn.

DC of Check:

10 + double the caster's level or CR

Modifiers to Check
  • Distance To Caster: Like perception checks, you take a -1 penalty to your naturalism check to identify a spell being cast for every 10 feet of distance between you and the target (cumulative).
  • Poor Conditions: Any conditions which hamper your ability to see the target, such as rain, fog, etc. inflict a penalty to your check. This ranges from -2 to -20, depending on how severely the conditions affect your perception of the target. A -2 penalty might be caused by several intervening creatures, while a -20 penalty might be caused by the target having total concealment from a source like Displacement (Spell). The GM is the final arbiter of how badly the conditions affect your check. Note that any extraordinary senses you have, such as darkvision or blindsense should be mentioned to the GM when they are assessing this penalty, as they may significantly reduce or eliminate it.
Take 10? / Take 20?

Yes

Allows Assists?

No

Results of Success

You successfully identify the spell or spell-like ability being cast.

Consequences of Failure

You are unable to determine what the spell or spell-like ability is.

Retry Allowed?

No

Provokes AOO?

No

Create a Secure Campsite

You can select a location for a campsite which is difficult for enemies to approach without giving your party a good chance of spotting them. Such a shelter is often blocked on one or more sides by a natural feature, such as a cliff-side, or impassibly thick undergrowth. This skill use allows you to create a campsite which reduces the chance of a random encounter by half for one full night's rest, and grants anyone on watch a +4 circumstance bonus to their Perception checks to notice any potential threats approaching your campsite.

You must assign at least one ally to keep watch at all hours in which you are in the campsite or the benefits of this skill use are immediately lost (the chance of a random encounter returns to normal). This need not be the same character the entire night, of course.

Action Required:

1 hour to set up the campsite: establish clear sight-lines, set up warning trip-lines, etc.

It is assumed you also spend an hour during your travel time to actually locate an appropriate site, but this does not slow down your overland movement, so it is ignored unless your means of overland movement would prevent searching for a suitable campsite.

DC of Check:
  • Challenging DC versus the average CR for enemies in the campsite's area
Modifiers to Check
  • Large Party: add +1 to the DC for every two allied creatures present in your campsite beyond four (round down). That is, up to 5 creatures incur no penalty, 6-7 creatures add +1 to the DC, 8-9 creatures add +2, etc. This modifier only applies to creatures of small or medium size.
  • Mounts and Pack Animals: add +1 to the DC for each sized-large or larger allied creature present in your campsite.
  • Cold Campsite: Uncooked food and cold sleeping conditions are bad for your health and morale. However, if you choose not to light a fire, the DC of the check decreases by -5.
  • Partying: If you and your companions decide it's a good night for drinking and shenanigans, the DC of this check increases by +5.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Allies must have ranks in the naturalism skill.

Results of Success

You cut the chance of a random encounter interrupting your next full night's rest (up to the next 12 hours) in half. In addition, allies who are on watch gain a +4 circumstance bonus to notice any potential threats approaching your campsite.

  • (Epic Only) If you have at least 21 ranks in naturalism, and you succeed on this check, your camp has no chance at all of suffering a random encounter for the next full night's rest (up to the next 12 hours). You must still assign allies to keep watch at all times, however, or this benefit is lost.
Consequences of Failure

Your campsite provides no useful benefit against random encounters, and your allies on watch receive no circumstance bonus to Perception checks.

Retry Allowed?

No. The check represents your best efforts, and building up the camp site a second time doesn't let you anticipate something that you never considered in the first place.

Provokes AOO?

Yes. Don't try this during combat.

Improve Overland Travel

You can use naturalism to increase your party's overland travel speed by 1 mile per hour if walking, or 2 miles per hour if hustling. This check is made once per hour, at the end of each hour of travel. While it does require some of your concentration and attention to sustain this each hour, you may react to your surroundings and perform other tasks as normal.
Action Required:

Standard action, up to once per hour

DC of Check:

Challenging DC vs. the highest CR of person/creature in your party

Modifiers to Check
  • Hustle: For each hour you have hustled today, increase the DC by +2.
  • (Epic Only) If you have at least 21 ranks in naturalism, you can also cause your party's overland travel to ignore terrain penalties, by increasing the DC to a Hard check vs. the highest CR of the person/creature in your party.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in naturalism.

Results of Success

You increase the distance traveled by your party by 1 mile for the hour walked. If your party was hustling, you increase the distance traveled by 2 miles.

Consequences of Failure

Any check which is failed grants no benefits to overland speed for the previous hour of travel.

Retry Allowed?

No, you must travel overland for another hour before you can try again, and doing so has no effect on this most recent hour of travel. (Unless it's time travel. Huh? Get it? HUH?!? *nod* You get it.)

Provokes AOO?

No

Identify Magic Item

You can use naturalism to identify the properties and command words (if any) of a magic item you are holding. This is identical to the Divinity and Spellcraft ability to identify magic items. It is also very similar to the Barter ability, except that it is faster.

Naturalism may also be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check.

Action Required:

3 rounds per item you are attempting to identify

DC of Check:

10 + double the caster level of the item

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies).

Results of Success

Item is identified, including the command words (if any) needed to trigger its magical properties.

Consequences of Failure

Item is not identified

Retry Allowed?

You must wait 24 hours before retrying on the same item. Any attempts in the meantime always fail.

Provokes AOO?

Yes

Craft Magic Item

When combined with the Creator feat, naturalism can be used to create magic items.

A day of crafting a magic item is 8 uninterrupted hours of work in an appropriate work space. While you can do other things during that day, you must have 8 consecutive hours in your work space for it to count towards the number of days required to make the magic item. Working fewer than 8 hours at a time fails to reduce the number of days required to finish the work – you can't work fractions of days and then add them together to create a day of work.

Days of work need not be consecutive. You can take breaks or go adventuring, then come back and keep working, and this does not harm the final product in any way, except to delay its completion date. However, if you begin working on a different magic item before the first one is finished, all work on the first one is lost, and any components used for its creation are destroyed, just as if you had failed the check.

Action Required:

2 days, +1 day per caster level of the item being created.

You can never reduce the time to create a magic item below 3 days, no matter how well you roll.

DC of Check:
  • If your skill check result is at least an Easy DC for your current level, but less than an Average DC the time required to complete the magic item is increased by 1 day OR 10%, whichever is worse.
  • If your skill check result is at least an Average DC for your current level, but less than a Challenging DC, the required time to complete the magic item is unchanged.
  • If you roll grater than or equal to a Challenging DC for your current level, but less than an Impossible DC, the required time to complete the retraining is reduced by 1 day OR 10%, whichever is better.
  • If you roll greater than or equal to an Impossible DC for your current level, the required time to complete the retraining is reduced by 3 days OR 25%, whichever is better.
Modifiers to Check

If you are attempting to create a magic item that has more than one enchantment on it, the caster level of the item is determined by taking the highest caster level of the enchantments you wish to add, and then adding +3 caster levels to that number for each additional enchantment you are adding after the first. The maximum caster level of an item is 35, and if an item's caster level is above 21, you cannot create that item until you have at least 21 ranks in your bailiwick skill.

Take 10? / Take 20?

No

Allows Assists?

Yes, but only if each assisting ally has Cooperative Crafting (Feat). Up to 5 allies with that feat may assist.

Results of Success

You create the magic item after the designated number of days.

Consequences of Failure
  • If you fail to achieve at least an Easy DC for your current level, or you roll a natural 1 on the die, the attempt fails. The components you intended to use in the item's creation are destroyed, including any monetary expenses for the item. This failure occurs on the final day of the item's creation, meaning you also lose a number of days equal to its unmodified creation time (minimum 3 days).
Retry Allowed?

Yes, though you must procure new components to replace the destroyed ones, and begin the process again. You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what not to do.

Provokes AOO?

Yes. Don't try this during combat.