Falling Down: Difference between revisions

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If a character deliberately jumps instead of merely slipping or falling, the damage is the same, except that the first 1d6 points of damage are [[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. If that 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.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same, except that the first 1d6 points of damage are [[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. If that 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.


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]] to [[Concentration|concentrate]] 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.
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 (Sorcerer/Wizard Spell))]]. Casting a spell while falling requires a [[Caster Check]] to [[Concentration|concentrate]] with a DC equal to 20 + the spell's level. Casting [[Teleport (Sorcerer/Wizard 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.

Revision as of 16:36, 28 March 2019

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, the normal maximum for falling damage is 20d6. 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 check to take some of the sting off (see below). Falling damage is a form of uncommon physical damage, related to, but different from, bludgeoning damage. 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, except that the first 1d6 points of damage are 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. If that 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.

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 (Sorcerer/Wizard Spell)). Casting a spell while falling requires a Caster Check to concentrate with a DC equal to 20 + the spell's level. Casting Teleport (Sorcerer/Wizard 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.