Falling: Difference between revisions
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Falls onto yielding surfaces (soft ground, mud) usually take less falling damage (see above) and also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill. | Falls onto yielding surfaces (soft ground, mud) usually take less falling damage (see above) and also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill. | ||
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a | A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a [[Caster Check]] to [[Concentration|concentrate]] with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface. |
Revision as of 23:19, 24 June 2017
Falling
Creatures that fall onto a solid surface take 1d6 points of damage per 10 feet fallen, to a maximum determined by the GM. In normal air, on the Prime Material, a maximum of 20d6 is recommended. Falling in the Aether, where there is no normal air, may have no maximum limit at all, while falling in the Plane of Earth might be flat-out impossible. This may also be modified by the surface being impacted. Falling onto jagged broken obsidian shards might add +2 per die, a jumble of broken tree-trunks or solid stone may add +1 per die. Normal unremarkable 'ground' is base damage. Soft loam or deep grass might remove -1 per die. Falling allows no saving throw to reduce the damage, although you may attempt an Acrobatics roll to take some of the sting off (see below). Falling damage is physical bludgeoning damage in most cases, although falling onto something sharp might change that to piercing or slashing at the GM's discretion. In most cases, DR does not reduce falling damage unless the DM rules in your favor. Internal damage sucks. Creatures that take lethal damage from a fall land in a prone position.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) usually take less falling damage (see above) and also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a Caster Check to concentrate with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.