Acrobatics: Difference between revisions
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==Dive Into Water== | ==Dive Into Water== | ||
{{:Dive Into Water}} | {{Template:SkillUse | ||
| Skill-Use = Dive Into Water | |||
| Core-Skill = Acrobatics | |||
| 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. | |||
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 below. | |||
| 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. | |||
}} | |||
==Light Step (Epic)== | ==Light Step (Epic)== |