Acrobatics: Difference between revisions

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| Core-Skill = Acrobatics
| Core-Skill = Acrobatics


| Benefit = You can leave a threatened square without provoking an attack of opportunity from an enemy by tumbling, using Acrobatics. When moving in this way, you move at half speed. This affects the whole move action, not just the squares in which you are avoiding attacks of opportunity.
| Benefit = Tumble is a [[combat maneuver]], but it is an unusual one. You can normally never perform more than one combat maneuver per round, even if you have sufficient actions to do so. However, ''Tumble'' can be used in conjunction with any of the other combat maneuvers that include movement, namely: [[Bull Rush]], [[Charge]], [[Clamber]], or [[Overrun]]. Tumble cannot be used in conjunction with [[Withdraw]]


If you use an ability which includes movement, such as charge, you may reduce its speed by half to incorporate tumbling into the ability. If you choose to both ''tumble'' and [[clamber]] in the same move action, your movement is only halved once for both actions (i.e. not quartered).  However, difficult terrain in your path still costs twice as much movement to move into, out of your already-halved speed.
You can leave a threatened square without provoking an attack of opportunity from an enemy by tumbling, using Acrobatics. When moving in this way, you move at half speed. This affects the whole move action, not just the squares in which you are avoiding attacks of opportunity.


Tumble may not be used to move through an enemy's space (see [[Overrun]]), nor may it be used to move into a larger enemy's internal spaces (see [[Clamber]]).
If you wish to combine Tumble with a combat maneuver that also includes movement (i.e., Bull Rush, Charge, Clamber, or Overrun), you may only move at half speed for the maneuver, and the combined maneuver now costs a [[move action]], but you otherwise resolve the other maneuver as normal (instead of rolling for a Tumble maneuver). If the maneuver you are combining with Tumble also halves your speed (i.e. Clamber), your movement is only halved once for the combined maneuver (i.e. not quartered).  The DC of the other maneuver is increased by +2 for every potential attack of opportunity you are attempting to avoid, not counting the first (which is 'paid for' by reducing your speed by half).  You may also increase the DC of the other maneuver, as described in the "modifiers" section here in Tumble, to increase the distance you move.


| Action = Move action at half speed
Any difficult terrain in your path still costs twice as much movement to move into, out of your already-halved speed.


| DC = The highest Maneuver Defense of any creature you might provoke from, along your path of movement. You roll your Tumble check only once (per move action).  
Tumble may not be used (by itself) to move ''through'' an enemy's space (see [[Overrun]]), nor may it be used to move ''into'' a larger enemy's internal spaces (see [[Clamber]]).
 
| Action = [[Move Action]] at half speed
 
| DC = The highest [[Maneuver Defense]] of any creature you might provoke from, along your path of movement. You roll your Tumble check only once (per move action).  


Note that, as this is a single move action, you can only provoke once from each creature that threatens a square you are leaving.
Note that, as this is a single move action, you can only provoke once from each creature that threatens a square you are leaving.


| Modifiers = * You can move at full speed by increasing the DC of the check by +10.  
| Modifiers = * You can move an additional 5 feet per +5 you add to your target DC, to a maximum of your normal move speed.
* You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load.  
* You cannot use Acrobatics to Tumble through threatened squares if your speed is reduced due to carrying a [[Carrying Capacity|medium or heavy load]].  
* You can use Acrobatics to tumble through threatened squares while [[Prone]], but doing so requires a full-round action to move 5 feet, and the DC is increased by +5.
* You can use Acrobatics to Tumble through threatened squares while [[Prone]], but doing so requires a full-round action to move 5 feet, but you can add an additional 5 feet of movement per +5 you wish to add to the DC, up to a maximum of half your normal move speed. You may never move more than half your normal speed while prone, no matter how much you increase the DC.


| Take10-Take20 = No.
| Take10-Take20 = No.
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For each 2 additional points by which you exceed the target DC, you may select another creature along your path to not take attacks of opportunity from.
For each 2 additional points by which you exceed the target DC, you may select another creature along your path to not take attacks of opportunity from.
Unlike other combat maneuvers, the Tumble maneuver does not inflict any damage.  However, if it is combined with another maneuver, that maneuver may deal damage as described in its writeup.


| Failure = If you fail the check, all creatures along your chosen path may make an attack of opportunity against you.  However, assuming you survive, you do complete your movement along your intended path.
| Failure = If you fail the check, all creatures along your chosen path may make an attack of opportunity against you.  However, assuming you survive, you do complete your movement along your intended path.

Revision as of 14:58, 11 May 2020