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game_systems:combat:environment [2026/03/12 04:26] – [Falling] elfinlocksgame_systems:combat:environment [2026/03/27 15:56] (current) – [Table: Favored Terrain Types] elfinlocks
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 ======Environment====== ======Environment======
  
 +===== Favored Terrain =====
 +
 +Certain Paths may provide characters with bonuses restricted to a specific locale. These are referred to as Favored Terrains. See below for a complete list of what Favored Terrains there are to choose from
 +
 +==== Table: Favored Terrain Types ====
 +
 +<WRAP tablewidth 40%>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ Favored Terrains                              ^
 +| Cold (ice, glaciers, snow, and tundra)        |
 +| Desert (sand and wastelands)                  |
 +| Forest (coniferous and deciduous)             |
 +| Jungle                                        |
 +| Mountain (including hills)                    |
 +| Plains                                        |
 +| Planes (pick one, other than Material Plane)  |
 +| Swamp                                         |
 +| Underground (caves and dungeons)              |
 +| Urban (buildings, streets, and sewers)        |
 +| Water (above and below the surface)           |
 +</WRAP>
 +
 +
 +----
  
 =====Falling===== =====Falling=====
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 A character cannot cast a spell while falling, unless the fall is greater than 500 feet, or the spell is an [[chargen:common_terms#action_types|Immediate Actions]], such as [[priority:magic:spells:tier1:feather_fall|]]. Casting a spell while falling requires a Concentration check at a DC of 10 + [[priority:magic:spells|Spell Tier]]. Casting [[priority:magic:spells:tier5:teleport|]] or a similar spell while falling **does not end your momentum**, it merely 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 [[chargen:common_terms#action_types|Immediate Actions]], such as [[priority:magic:spells:tier1:feather_fall|]]. Casting a spell while falling requires a Concentration check at a DC of 10 + [[priority:magic:spells|Spell Tier]]. Casting [[priority:magic:spells:tier5:teleport|]] or a similar spell while falling **does not end your momentum**, it merely changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
 +
 +----
 +
  
 ==== Catching Yourself ==== ==== Catching Yourself ====
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 === Diving === === Diving ===
  
-To deliberately dive into a suitable surface, such as water, you may roll an [[priority:skills:athletics|Athletics]] at a DC of 15 to avoid damage from dives of 50 ft. or less. Increase this DC by 1 for every 10 ft. past fifty, if applicable. However, the water **must** be sufficiently deep to accommodate your dive - 10 feet of depth is required for every 100 feet of falling distance, to a maximum required depth of 50 feet for a 500 ft. dive or more. After a dive (successful or not), a creature ends their action 10 feet below the water's surface for every 100 feet of distance fallen (to a maximum of the aforementioned 50 ft. of depth).+To deliberately dive into a suitable surface, such as water, you may roll an [[priority:skills:athletics|Athletics]] check, at a DC of 15to avoid damage from dives of 50 ft. or less. Increase this DC by 1 for every 10 ft. past fifty, if applicable. However, the water **must** be sufficiently deep to accommodate your dive - 10 feet of depth is required for every 100 feet of falling distance, to a maximum required depth of 50 feet for a 500 ft. dive or more. After a dive (successful or not), a creature ends their action 10 feet below the water's surface for every 100 feet of distance fallen (to a maximum of the aforementioned 50 ft. of depth).
  
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