Dive Into Water: Difference between revisions

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| URL-Name = Dive_Into_Water
| 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.
| 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: Diving.
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.
| Action = Diving or jumping into water requires a move action, regardless of the distance of the dive or jump.

Revision as of 13:56, 24 March 2017

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 Required:

Diving or jumping into water requires a move action, regardless of the distance of the dive or jump.

DC of Check:
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 + 20d61
1 - Maximum falling damage under normal conditions.
Modifiers to Check
Modifier Acrobatics DC
Calm water at the surface +0
Rough water at the surface +5
Stormy water at the surface +10
Jumping into hazardous fluid you cannot resist +10
Jumping into very dense fluid +20
Jumping into very soft fluid or dense gas -10
Clear, calm conditions -5
Clear air or calm air +0
Windy conditions +5
Strong winds +10
hurricane-force winds +20
erratic gusts +10
violent gusts +20
fog or mist +5
unable to see landing spot +10
rain, snow, and/or sleet +5 each
hail +10
massive hail +20
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

Failure results in taking damage from the jump or dive

Retry Allowed?

No (unless you go back to the top and jump again)

Provokes AOO?

This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.