Dive Into Water: Difference between revisions

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{{Template:SkillUse
#REDIRECT [[Acrobatics#Dive_Into_Water]]
 
| Skill-Use = Dive Into Water
 
| Core-Skill = Acrobatics
 
| URL-Name = Dive_Into_Water
 
| Benefit = Characters who jump or dive into water take no damage on a successful DC 15 Acrobatics skill check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. Table: Diving summarizes these rules.
 
If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the Table: Diving.
 
| Action = Diving or jumping into water requires a move action, regardless of the distance of the dive or jump.
 
| DC = {{#!:
{| class="ep-default2" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! Dive Height || Minimum Safe Depth || Acrobatics DC || Damage for Failed Dive
|-
| 10 ft. || 10 ft. || 15 || None
|-
| 20 ft. || 10 ft. || 15 || None
|-
| 30 ft. || 10 ft. || 15 || 1d3 nonlethal
|-
| 40 ft. || 20 ft. || 15 || 2d3 nonlethal
|-
| 50 ft. || 20 ft. || 20 || 2d3 nonlethal +1d6
|-
| 60 ft. || 20 ft. || 20 || 2d3 nonlethal + 2d6
|-
| 70 ft. || 30 ft. || 20 || 2d3 nonlethal + 3d6
|-
| 80 ft. || 30 ft. || 20 || 2d3 nonlethal + 4d6
|-
| 90 ft. || 30 ft. || 20 || 2d3 nonlethal + 5d6
|-
| 100 ft. || 30 ft. || 20 || 2d3 nonlethal + 6d6
|-
| 110 ft. || 30 ft. || 25 || 2d3 nonlethal + 7d6
|-
| 120 ft. || 30 ft. || 25 || 2d3 nonlethal + 8d6
|-
| 160 ft. || 30 ft. || 30 || 2d3 nonlethal + 12d6
|-
| 210 ft. || 30 ft. || 35 || 2d3 nonlethal + 17d6
|-
| 240 ft. || 30 ft. || 35 || 2d3 nonlethal + 20d6<sup>1</sup>
|}
}}
: <sup>1</sup> - Maximum falling damage under normal conditions.
 
 
| Modifiers = {{#!:
{| class="ep-default2" style="text-align:left"
|- style="Background:#DEB887; Color:#000;"
! width="350" | Modifier || width="110" | Acrobatics DC
|-
| Calm water at the surface || align="center" | +0
|-
| Rough water at the surface || align="center" | +5
|-
| Stormy water at the surface || align="center" | +10
|-
| Jumping into hazardous fluid you cannot resist || align="center" | +10
|-
| Jumping into very dense fluid || align="center" | +20
|-
| Jumping into very soft fluid or dense gas || align="center" | -10
|-
| Clear, calm conditions || align="center" | -5
|-
| Clear air or calm air || align="center" | +0
|-
| Windy conditions || align="center" | +5
|-
| Strong winds || align="center" | +10
|-
| hurricane-force winds || align="center" | +20
|-
| erratic gusts || align="center" | +10
|-
| violent gusts || align="center" | +20
|-
| fog or mist || align="center" | +5
|-
| unable to see landing spot || align="center" | +10
|-
| rain, snow, and/or sleet || align="center" | +5 each
|-
| hail || align="center" | +10
|-
| massive hail || align="center" | +20
|}
}}
 
| Failure = Failure results in taking damage from the jump or dive
 
| Retry = No (unless you go back to the top and jump again)
 
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.
 
}}

Latest revision as of 19:10, 29 March 2017