Acrobatics: Difference between revisions

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| Retry = No
| Retry = No


| Provokes = Yes
| Provokes = Yes, as with any normal movement.


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}}


===Jumping and Falling===
{{Template:SkillUse
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
 
| Skill-Use = Long Jump
 
| Benefit = A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. If your check succeeds, you land on your feet at the far end. You must declare the target square of your jump and indicate the distance required prior to making the check.
 
| Action = Long jumps are part of a move action, and require as much movement as the distance of the jump. No jump can allow you to exceed your maximum movement for the round (but see Epic Jumps, below).


| DC = {{#!:
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
! Long Jump || Acrobatics DC
! Long Jump || Acrobatics DC
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| align="left" | Greater than 20 feet || +5 per 5 feet
| align="left" | Greater than 20 feet || +5 per 5 feet
|}
|}
}}
| Modifiers = * If you do not take at least a 10 foot running start, the DC of the check is doubled.
* Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a 4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet.
* If you use a pole as part of a running jump, you gain a +5 circumstance bonus on your Acrobatics check (but must let go of the pole in the process).
| Failure = If you fail the check, you dont clear the distance. Instead, you leap a number of squares along your path equal to your Acrobatics check result divided by 5 (or 10 if you attempted the jump without a running start), round down, and land prone in that square.
If you were attempting to leap across a chasm and failed your check by less than 5, you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires an entire move action and a DC 15 Climb check.
| Retry = No
| Provokes = Yes, as with any normal movement.
}}
{{Template:SkillUse
| Skill-Use = High Jump
| Benefit =
| Action =
| DC =
| Modifiers =
| Failure =
| Retry =
| Provokes =
}}
{{Template:SkillUse
| Skill-Use = Mitigate Falling Damage
| Benefit =
| Action =
| DC =
| Modifiers =
| Failure =
| Retry =
| Provokes =
}}
{{Template:SkillUse
| Skill-Use = Hop Up
| Benefit = You can jump up onto an object as tall as your waist, such as a table or small boulder. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter.
| Action = 10 feet of movement during a move action
| DC = 10
| Modifiers = You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.
| Failure = You lose 10 feet of your remaining move, in the space just prior to the object you attempted to hop up on to.
| Retry = Yes, if you have at least 10 feet of movement remaining.
| Provokes = Yes, as with any normal movement
}}
===Jumping and Falling===
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.


===Hop Up===
 
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Acrobatics (jump) check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.


==Epic Skill Uses==
==Epic Skill Uses==

Revision as of 23:43, 29 May 2016