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<blockquote data-quote="majustismp15" data-source="post: 2864485" data-attributes="member: 40380"><p>As I belive it:</p><p></p><p>Water has a pretty high density (for a fluid anyway) of 1000kg/m^3 air has a density of 1.29 kg/m^3. Cutnell and Johnson 3rd ed.</p><p></p><p>I think that no matter how much armor a char is wearing (unless they have the strength to wear armor made of hydrodynamic ton weighing things) they will "fall" or sink MUCH slower than they would fall in air. Sure they wont bob up with normal armor, but they will be descending at a rate of feather fall.</p><p></p><p>Now for the case of spikes at the bottom of a water pit:</p><p>IF they were actually able to hit they wouldn't get the "strength" bonus for hitting a falling character.</p><p></p><p>It sure would suck to fall in the ocean with armor on, and you would most likely die because by the time anybody reacted you'd be too far down to swim to. That being said, the fighter has a chance because this is fantasy afterall. They can attempt to swim (with a x3 armor check) so if they are lucky in rolls and have quick acting friends they can easily survive.</p><p></p><p>Now to answer the origional question:</p><p></p><p>Terminal velocity of a human is 56m/s (124 mph) that's at a density of 1.29 kg/m^3. Now I'm gonna jury-rig this result so bear with my math if you disagree: with just dividing the Terminal velocity of air by the ratio of water you get an insanely small ammount of speed. Part of why things don't sink as fast as they fall is buoyancy. A fighter with lungs fulla air would not have enough to float, but they would still not go very fast.</p><p>If the fighter was also just sitting there not trying to stay above, I would venture to say they would descend at 15-20ft every three seconds (move action).</p><p></p><p>After writing and researching all of that, I said to myself I wonder what the SRD has to say about that:</p><p>SRD:</p><p>Falling into Water</p><p></p><p>Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).</p><p></p><p>Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive. </p><p></p><p>There you have it...</p></blockquote><p></p>
[QUOTE="majustismp15, post: 2864485, member: 40380"] As I belive it: Water has a pretty high density (for a fluid anyway) of 1000kg/m^3 air has a density of 1.29 kg/m^3. Cutnell and Johnson 3rd ed. I think that no matter how much armor a char is wearing (unless they have the strength to wear armor made of hydrodynamic ton weighing things) they will "fall" or sink MUCH slower than they would fall in air. Sure they wont bob up with normal armor, but they will be descending at a rate of feather fall. Now for the case of spikes at the bottom of a water pit: IF they were actually able to hit they wouldn't get the "strength" bonus for hitting a falling character. It sure would suck to fall in the ocean with armor on, and you would most likely die because by the time anybody reacted you'd be too far down to swim to. That being said, the fighter has a chance because this is fantasy afterall. They can attempt to swim (with a x3 armor check) so if they are lucky in rolls and have quick acting friends they can easily survive. Now to answer the origional question: Terminal velocity of a human is 56m/s (124 mph) that's at a density of 1.29 kg/m^3. Now I'm gonna jury-rig this result so bear with my math if you disagree: with just dividing the Terminal velocity of air by the ratio of water you get an insanely small ammount of speed. Part of why things don't sink as fast as they fall is buoyancy. A fighter with lungs fulla air would not have enough to float, but they would still not go very fast. If the fighter was also just sitting there not trying to stay above, I would venture to say they would descend at 15-20ft every three seconds (move action). After writing and researching all of that, I said to myself I wonder what the SRD has to say about that: SRD: Falling into Water Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment). Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive. There you have it... [/QUOTE]
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