Talk:Cliff Diving (sage ability)
Unskilled Drops
Distance (ft.) | Falls | Jumping | Diving | |
---|---|---|---|---|
11-20 | 1d6 | 1d3 | 1d4 | |
21-30 | 2d6 | 1d6 | 2d4+1 | |
31-40 | 4d6 | 2d6 | 4d6+1 | |
41-50 | 7d6 | 4d6 | 8d6 | |
51-60 | 11d6 | 7d6 | 13d6 | |
61+ | 15d6 | 10d6 | 18d6 |
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.