Difference between revisions of "Cliff Diving (sage ability)"

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[[File:Cliff Diving (sage ability).jpg|right|560px|thumb]]
 
[[File:Cliff Diving (sage ability).jpg|right|560px|thumb]]
'''Cliff diving''' is an [[Knowledge Points|amateur]]-status ability which calls for leaping from an extraordinary height into deep water; it is only safely done from a good platform and with no more than 3 lbs. of clothing and equipment.  Every 3 lbs. or part thereof above this will increase [[Damage (hit points)|damage]] incurred by 1 [[Hit Points|hit point]].
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'''[[Cliff]] diving''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Athletics (sage study)|Athletics]] that enables the character to leap safely from extraordinary heights into deep water.  A good platform is required and the character must strip so that no more than 3 lbs. of [[Clothing|clothing]] and equipment is carriedFor every 3 lbs. more, or part thereof, the character will suffer +1 point of [[Damage (hit points)|damage]].
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High dives can be attempted by characters without the ability, though it can be very dangerous.  The highest safe dive for an unskilled character is about 18 ft.  For those with sage-status, dives of more than 100 ft., or more, can be attempted.
  
This sort of diving can be attempted by an unskilled character, though it's very dangerous; the highest safe jump for an unskilled diver is about 18 feet.  Those with the greatest knowledge can jump from heights up to 98 feet.
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== Unskilled Divers ==
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Diving describes leaping head first, arms outstretched and hands held together to break the water's surface before entering.
  
== Unskilled Drops ==
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{| class="wikitable" style="float:left; margin-right: 25px; background-color:#d4f2f2;"
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
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|+Unskilled Damage
|+Damage from Drop
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! Distance (ft.) !! Damage
! Distance (ft.) !! Falls !! Jumping !! Jumping (enc.) !! Diving !! Diving (enc.)
 
 
|-
 
|-
| 11-20 || 1d6 || 1d3 || 1d4 || 1d4 || 1d6+1
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| 5-8 || 1
 
|-
 
|-
| 21-30 || 2d6 || 1d6 || 2d4 || 2d4+1 || 3d4+2
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| 8-13 || 1d4
 
|-
 
|-
| 31-40 || 4d6 || 2d6 || 3d6 || 4d6+1 || 6d6+3
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| 14-18 || 1d6+1
 
|-
 
|-
| 41-50 || 7d6 || 4d6 || 6d6 || 8d6 || 11d6+4
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| 19-27 || 3d4
 
|-
 
|-
| 51-60 || 11d6 || 7d6 || 10d6 || 13d6 || 16d6+5
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| 28-34 || 4d6+1
 
|-
 
|-
| 61+ || 15d6 || 10d6 || 14d6 || 18d6 || 21d6+6
+
| 35-45 || 6d6+1
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|-
 +
| 46-55 || 8d6
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|-
 +
| 56-72 || 11d6
 +
|-
 +
| 73+ || 15d6
 
|}
 
|}
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|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 encumberedIt 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 rocksIn such cases, the DM may choose to add extra dice to the damage or simply treat as an ordinary fall onto a hard surfaceThe minimum safe depth of water for a jump should be 12 ft.; for a dive, at least 16 ft.
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This takes practice and training; the benefit is that the diver is able to use his or her momentum after striking the water so as to surface a significant distance from where the water was entered, some 2 hexes per 10 ft. dropThis is safer, when being pursued, than [[Falling#Jumping|jumping]], which grants no such momentum.
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However, unskilled persons often make the mistake of going into with their arms apart, their head at the wrong angle and their legs bent.  The table shows the effect of this poor technique: even a dive of 5 ft. can result in a light injuryAs the height increases, this lack of technique becomes crippling or deadly.  Characters should be cautious before deciding to dive for other reasons as well ... damage may be sustained from hitting a ledge beneath the surface, or the bottom may be much closer than imagined.  Therefore, characters without diving skill should find it safer to jumpStill, a healthy player character can expect to survive most dives up to 18 ft., even if the dice are bad.
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== Talented Divers ==
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Even one point of knowledge enables the character to show a "talent" for diving.  This dictates the character has grasped the correct form and technique, even if they can't perform it well.  For each additional point, the character can dive from a height of 2 ft. without fear of damage.  This seems incidental, but the height increases quickly, since with 6 points the character can dive safely from a height of 12 ft., enough to make plenty of people nervous.  With 9 points, just one shy of reaching amateur, or "skilled" status, the character can dive safely from a height of 18 ft.
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== Skilled Divers ==
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As the character reaches 10 pts. of knowledge and becomes an amateur, greater acuity is gainedHowever, above 10 pts., the safe height is reduced to 1½ ft. per point of knowledge.  Thus, a diver with 15 points of knowledge would be able to dive safely from a height of 27½ ft. — 20 ft. for the first 10 points of knowledge and 7½ ft. for the additional 5 points.  For most calculations, the fraction is ignored.
  
The amount of [[Knowledge Points|knowledge]] a character has provides the specific skills described below.
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Attempts above this height cause damage according to the number of additional ft. on the '''unskilled diver table'''.
  
== Amateur ==
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: '''For example''', an amateur diver with 15 points of knowledge makes a dive of 47 ft.  This is 10 ft. beyond the diver's ordinary skill, so 1d4 damage is suffered.
:*Enables the character to guess the depth of water with a [[Ability Checks|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 ==
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==== Depth of Water ====
:*The character no longer needs to make an ability check to determine if the depth of water is safe.
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Amateurs are also able to accurately guess the water's depth with a successful [[Ability Checks|wisdom check]].  The minimum depth for a dive from a '''height''' of 15 ft. is a base 12 ft. of water.  One foot of '''depth''' is needed for every 5 additional ft. of height above the water.
:*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 normalFor other dives up to 60 feet, reduce damage to 1/4 normal.
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: '''For example''', a dive from 35 ft. requires 12 ft., +4 ft. for the additional 20 ft. diveThe total depth of water needed is therefore 16 ft.
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For every foot of depth lacking, count the damage as equal to a fall into water of 2½ ftThus, a dive of 35 ft. into 11 ft. of water would cause damage equal to a fall of 22½ ft.
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Divers of authority-status, with 30 knowledge or more, don't need a wisdom check to determine whether or not the depth of water dived into is safe.
  
== Expert ==
 
:*Increases safe heights for unencumbered dives up to 60 ft.
 
  
== Sage ==
 
:*Increases safe heights for unencumbered dives up to 100 ft.
 
<br>
 
<br>
 
 
See [[Athletics (sage study)|Athletics]]
 
See [[Athletics (sage study)|Athletics]]
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[[Category: Sage Abilities]][[Category: Don't Review until 2024]]

Latest revision as of 00:41, 14 October 2023

Cliff Diving (sage ability).jpg

Cliff diving is an amateur-status sage ability in the study of Athletics that enables the character to leap safely from extraordinary heights into deep water. A good platform is required and the character must strip so that no more than 3 lbs. of clothing and equipment is carried. For every 3 lbs. more, or part thereof, the character will suffer +1 point of damage.

High dives can be attempted by characters without the ability, though it can be very dangerous. The highest safe dive for an unskilled character is about 18 ft. For those with sage-status, dives of more than 100 ft., or more, can be attempted.

Unskilled Divers

Diving describes leaping head first, arms outstretched and hands held together to break the water's surface before entering.

Unskilled Damage
Distance (ft.) Damage
5-8 1
8-13 1d4
14-18 1d6+1
19-27 3d4
28-34 4d6+1
35-45 6d6+1
46-55 8d6
56-72 11d6
73+ 15d6

This takes practice and training; the benefit is that the diver is able to use his or her momentum after striking the water so as to surface a significant distance from where the water was entered, some 2 hexes per 10 ft. drop. This is safer, when being pursued, than jumping, which grants no such momentum.

However, unskilled persons often make the mistake of going into with their arms apart, their head at the wrong angle and their legs bent. The table shows the effect of this poor technique: even a dive of 5 ft. can result in a light injury. As the height increases, this lack of technique becomes crippling or deadly. Characters should be cautious before deciding to dive for other reasons as well ... damage may be sustained from hitting a ledge beneath the surface, or the bottom may be much closer than imagined. Therefore, characters without diving skill should find it safer to jump. Still, a healthy player character can expect to survive most dives up to 18 ft., even if the dice are bad.

Talented Divers

Even one point of knowledge enables the character to show a "talent" for diving. This dictates the character has grasped the correct form and technique, even if they can't perform it well. For each additional point, the character can dive from a height of 2 ft. without fear of damage. This seems incidental, but the height increases quickly, since with 6 points the character can dive safely from a height of 12 ft., enough to make plenty of people nervous. With 9 points, just one shy of reaching amateur, or "skilled" status, the character can dive safely from a height of 18 ft.

Skilled Divers

As the character reaches 10 pts. of knowledge and becomes an amateur, greater acuity is gained. However, above 10 pts., the safe height is reduced to 1½ ft. per point of knowledge. Thus, a diver with 15 points of knowledge would be able to dive safely from a height of 27½ ft. — 20 ft. for the first 10 points of knowledge and 7½ ft. for the additional 5 points. For most calculations, the fraction is ignored.

Attempts above this height cause damage according to the number of additional ft. on the unskilled diver table.

For example, an amateur diver with 15 points of knowledge makes a dive of 47 ft. This is 10 ft. beyond the diver's ordinary skill, so 1d4 damage is suffered.

Depth of Water

Amateurs are also able to accurately guess the water's depth with a successful wisdom check. The minimum depth for a dive from a height of 15 ft. is a base 12 ft. of water. One foot of depth is needed for every 5 additional ft. of height above the water.

For example, a dive from 35 ft. requires 12 ft., +4 ft. for the additional 20 ft. dive. The total depth of water needed is therefore 16 ft.

For every foot of depth lacking, count the damage as equal to a fall into water of 2½ ft. Thus, a dive of 35 ft. into 11 ft. of water would cause damage equal to a fall of 22½ ft.

Divers of authority-status, with 30 knowledge or more, don't need a wisdom check to determine whether or not the depth of water dived into is safe.


See Athletics