Environmental Effects: Difference between revisions

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==Falling==
==Falling==
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a [[prone]] position.
{{:Falling}}


If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is [[non-lethal 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 [[non-lethal 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 [[non-lethal damage]] and 2d6 points of lethal damage. And if the character leaps down with a successful [[Acrobatics]] check, he takes only 1d6 points of [[non-lethal damage]] and 1d6 points of lethal damage from the plunge.
===Falling into Water===
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling does no damage. The next 20 feet of falling deals non-lethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).


Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to [[non-lethal damage]]. This reduction is cumulative with reduced damage due to deliberate jumps and the [[Acrobatics]] skill.
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 [[Acrobatics]] check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.  See Acrobatics for more details.
 
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 (Spell)]]. Casting a spell while falling requires a [[Caster Check]] with a DC equal to 20 + the spell's level. Casting [[Teleport (Spell)]] 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.
 
'''Falling into Water:''' Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do [[non-lethal damage]] (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
 
Characters who deliberately dive into water take no damage on a successful DC 15 [[Movement (Swim)]] check or DC 15 [[Acrobatics]] check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.


==Falling Objects==
==Falling Objects==

Revision as of 12:36, 28 June 2017