Cliff Diving (sage ability)
The act of leaping from an extraordinary height into the sea or other body of water from a naturally occurring platform. For unskilled persons, the highest safe jump that can be made is about 18 feet, presuming a minimum of clothing and without equipment. Those with athletic experience in the ability may, potentially, jump from heights up to 98 feet.
Contents
Unskilled Drops
Distance (ft.) | Falls | Jumping | Jumping (enc.) | Diving | Diving (enc.) |
---|---|---|---|---|---|
11-20 | 1d6 | 1d3 | 1d4 | 1d4 | 1d6+1 |
21-30 | 2d6 | 1d6 | 2d4 | 2d4+1 | 3d4+2 |
31-40 | 4d6 | 2d6 | 3d6 | 4d6+1 | 6d6+3 |
41-50 | 7d6 | 4d6 | 6d6 | 8d6 | 11d6+4 |
51-60 | 11d6 | 7d6 | 10d6 | 13d6 | 16d6+5 |
61+ | 15d6 | 10d6 | 14d6 | 18d6 | 21d6+6 |
The table shown indicates the amount of damage an unskilled character receives from hitting a water surface from a given height (for other surfaces, see Falling). Falls are unintentional plummets, in which the character is unprepared for the drop. Jumping describes leaping feet-first; enc., or encumbered, indicates that the character is carrying enough equipment to lower their action points by 1 point or more. Diving describes leaping head first, arms outstretched and hands held to break the water surface before entering. No water-surface damage occurs for falls, jumps or dives of less than 10 ft.
As can be seen, attempts to dive become extremely dangerous when doing so without training and while encumbered. It is always safer for unskilled characters to jump rather than dive. Furthermore, the damage shown does not consider the water's depth; damage may be sustained from hitting a ledge beneath the surface or as landing on sharp rocks. In such cases, the DM may choose to add extra dice to the damage or simply treat as an ordinary fall onto a hard surface. The minimum safe depth of water for a jump should be 12 ft.; for a dive, at least 16 ft.
The amount of knowledge a character has provides the specific skills described below.
Amateur
- Enables the character to guess the depth of water with a wisdom check. A successful roll allows the character to know if it is safe or not; a failure only indicates that the character remains uncertain.
- Ensures the diver is confident and focused in making the dive. This will eliminate any possible damage for a jump or a dive from any height up to 30 ft., provided the character is unencumbered. For all other jumps, the character halves the damage received. For other dives up to 40 feet, reduce damage to 1/3rd normal. Dives above 40 feet are not affected.
Authority
- The character no longer needs to make an ability check to determine if the depth of water is safe.
- Eliminates any possible damage for an unencumbered jump or a dive from any height up to 40 ft. For all other jumps, the character reduces damage to 1/3rd normal. For other dives up to 60 feet, reduce damage to 1/4 normal.
Expert
- Increases safe heights for unencumbered dives up to 60 ft.
Sage
- Increases safe heights for unencumbered dives up to 100 ft.
See Athletics