Acrobatics: Difference between revisions

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Acrobatics checks are sometimes affected by circumstance bonuses or penalties, depending on the terrain.  Lightly obstructed, sloped or slippery terrain can inflict a -2 penalty, while heavily obstructed, icy or steeply sloped terrain can inflict a -5 penalty. These penalties can also be cumulative, if multiple hazards are present (a steep icy slope would be -10).  Furthermore, unsteady surfaces, like a small boat, a moving cart, or fighting during an earthquake can also carry circumstance penalties, between -2 and -10.
Acrobatics checks are sometimes affected by circumstance bonuses or penalties, depending on the terrain.  Lightly obstructed, sloped or slippery terrain can inflict a -2 penalty, while heavily obstructed, icy or steeply sloped terrain can inflict a -5 penalty. These penalties can also be cumulative, if multiple hazards are present (a steep icy slope would be -10).  Furthermore, unsteady surfaces, like a small boat, a moving cart, or fighting during an earthquake can also carry circumstance penalties, between -2 and -10.
'''Special:''' If you have at least 5 ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.


{{Template:SkillUse
{{Template:SkillUse
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* If any failed check includes moving through an enemy space, your movement immediately ends prior to entering that enemy's space, or in the first available square in your path, in addition to provoking an attack of opportunity.
* If any failed check includes moving through an enemy space, your movement immediately ends prior to entering that enemy's space, or in the first available square in your path, in addition to provoking an attack of opportunity.


| Retry = Yes, with an additional move action, though this does not negate failed results.
| Retry = Requires another move action. Retrying does not negate checks which have failed.


| Provokes = Only on a check that fails
| Provokes = Only on a check that fails
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| Failure = Failure usually means falling or falling prone.
| Failure = Failure usually means falling or falling prone.


| Retry = No
| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.


| Provokes = Yes, as with any normal movement.
| Provokes = Yes, as with any normal movement.
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| 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.
| 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).
| 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 Astounding Leap, below).


| DC = {{#!:
| DC = {{#!:
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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.
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
| Retry = If you are not prone, and have movement remaining, you may retry the jump in the same round. If not, it requires another move action.


| Provokes = Yes, as with any normal movement.
| Provokes = Yes, as with any normal movement.
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| Skill-Use = High Jump
| Skill-Use = High Jump


| Benefit =  
| Benefit = A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead.  You must declare the intended height of your jump and calculate the distance required prior to making the check.
 
If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check.
 
| Action = High 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 Astounding Leap, below).


| Action =  
| DC = {{#!:
{| border="1" cellpadding="5" style="text-align:center"
! High Jump || Acrobatics DC
|-
| align="left" | 1 foot || 4
|-
| align="left" | 2 feet || 8
|-
| align="left" | 3 feet || 12
|-
| align="left" | 4 feet || 16
|-
| align="left" | Greater than 4 feet || +4 per foot
|}
}}


| DC =  
| Modifiers = * The difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.


| Modifiers =  
{{#!:
{| border="1" cellpadding="5" style="text-align:center"
! Creature Size || Vertical Reach || Squares of Reach
|-
| align="left" | Colossal || 50 ft. || 10
|-
| align="left" | Gargantuan || 40 ft. || 8
|-
| align="left" | Huge || 30 ft. || 6
|-
| align="left" | Large || 20 ft. || 4
|-
| align="left" | Medium || 10 ft. || 2
|-
| align="left" | Small || 7 ft. || 1 1/2
|-
| align="left" | Tiny || 2 ft. || 1/2
|-
| align="left" | Diminutive || 1 ft. || 0
|-
| align="left" | Fine || 1/2 ft. || 0
|}
}}


| Failure =  
* If you do not take at least a 10 foot running start, the DC of the check is doubled.
* 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 Acrobatics check to jump by less than 5, you do not reach the height, and you land on your feet in the same spot from which you jumped.  If you fail the check by 5 or more, you land prone in the square from which you jumped.


| Retry =  
| Retry = If you are not prone, and have movement remaining, you may retry the jump in the same round. If not, it requires another move action.


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


}}
}}
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| Skill-Use = Mitigate Falling Damage
| Skill-Use = Mitigate Falling Damage


| Benefit =  
| Benefit = You can use acrobatics to soften a fall, but only during your turn and when you are aware of the potential of falling. This can be from a failed jump or balance check, or simply dropping down from a height intentionally.  Traps and other effects which cause you to fall unexpectedly, or which occur outside of your turn, do not allow a check to mitigate the falling damage they cause.
 
A successful acrobatics check eliminates the first 10 feet of falling damage, and converts the second 10 feet of falling damage to non-lethal damage.  If you take any lethal damage from the fall, you land prone.  However, if you are able to eliminate all lethal damage from the fall (by any means, including DR), you also land on your feet.  See [[Types_of_Movement#Falling|Falling]] for details.


| Action =  
| Action = This is a free action that can only be made during your turn, and when you are aware of the potential for falling.


| DC =  
| DC = 15


| Modifiers =  
| Modifiers = -


| Failure =  
| Failure = The damage is not reduced.


| Retry =  
| Retry = No


| Provokes =  
| Provokes = Making the check does not provoke. Any falling movement which qualifies for this skill use is considered intentional movement and therefore provokes attacks of opportunity.


}}
}}
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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 = Jumping or Diving into Water


| Benefit = Characters who jump or dive into water take no damage on a successful DC 15 Acrobatics skill check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. Table: Diving summarizes these rules.


{| border="1" cellpadding="5" style="text-align:center"
If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the Table: Diving.
! High Jump || Acrobatics DC
|-
| align="left" | 1 foot || 4
|-
| align="left" | 2 feet || 8
|-
| align="left" | 3 feet || 12
|-
| align="left" | 4 feet || 16
|-
| align="left" | Greater than 4 feet || +4 per foot
|}


====Jump DC Modifiers====
| Action = Diving or jumping into water requires a move action, regardless of the distance of the dive or jump.
* '''Faster Base Movement:''' 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. No jump can allow you to exceed your maximum movement for the round.
* '''Running Jump:''' For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land. Also, see Pole.
* '''Pole:''' If you use a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process).
* '''Falling:''' When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)
 
====Special Situation: Diving or Jumping into Water====
Characters who jump or dive into water take no damage on a successful DC 15 Acrobatics skill check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. Table: Diving summarizes these rules.
 
If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the Table: Diving.


| DC = {{#!:
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
! Dive Height || Minimum Safe Depth || Acrobatics DC || Damage for Failed Dive
! Dive Height || Minimum Safe Depth || Acrobatics DC || Damage for Failed Dive
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| 240 ft. || 30 ft. || 35 || 2d3 nonlethal + 20d6<sup>1</sup>
| 240 ft. || 30 ft. || 35 || 2d3 nonlethal + 20d6<sup>1</sup>
|}
|}
}}
: <sup>1</sup> - Maximum falling damage.
: <sup>1</sup> - Maximum falling damage.


'''Action:''' None. An Acrobatics check is made as part of another action or as a reaction to a situation.
| Modifiers = -


====Modifiers====
| Failure = Failure results in taking damage from the jump or dive
* '''Skills:''' If you have at least 5 ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
* '''Feats:''' If you have the [[Acrobatic]] feat, you get a +2 bonus on all Acrobatics checks. This bonus improves as you add additional ranks to the skill.


===Long Jump===
| Retry = No (unless you go back to the top and jump again)
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. If you fail the check by less than 5, you don't clear the distance, but 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 a move action and a DC 15 Climb check.
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.


===High Jump===
}}
{| border="1" cellpadding="5" style="text-align:center"
 
! Creature Size || Vertical Reach
{{Template:SkillUse
|-
 
| align="left" | Colossal || 128 ft.
| Skill-Use = Light Step (Epic Skill Use)
|-
 
| align="left" | Gargantuan || 64 ft.
| Benefit = You can balance on a solid surface that could not normally take your body weight. (Example: bamboo branch, etc.) You still have weight and the laws of inertia still apply.
|-
 
| align="left" | Huge || 32 ft.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
|-
 
| align="left" | Large || 16 ft.
| Action = Part of a move action
|-
 
| align="left" | Medium || 8 ft.
| DC = 40
|-
 
| align="left" | Small || 4 ft.
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry).
|-
 
| align="left" | Tiny || 2 ft.
| Failure = You fall from the surface or fall prone
|-
 
| align="left" | Diminutive || 1 ft.
| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.
|-
 
| align="left" | Fine || 1/2 ft.
| Provokes = Yes, as with any normal movement.
|}
 
}}
 
{{Template:SkillUse
 
| Skill-Use = Astounding Leap (Epic Skill Use)
 
| Benefit = You can make an acrobatics check to perform a long jump with a distance greater than your movement speed.
 
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
 
| Action = Part of a move action
 
| DC = Normal long jump DC, +10 per 5 feet of additional movement beyond your speed
 
| Modifiers = * If you do not take at least a 10 foot running start, the DC of the check is doubled.
* 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).
 
|
 
| Retry = If you are not prone, and have movement remaining, you may retry the jump in the same round. If not, it requires another move action.
 
| Provokes = Yes, as with any normal movement.
 
}}
 
{{Template:SkillUse
 
| Skill-Use = Walk on Water (Epic Skill Use)
 
| Benefit = You can attempt to walk across water or another liquid at least as heavy as water.  You must move at least 20 feet each round you attempt this, or you will fall into the water.
 
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
 
| Action = Move action, or part of a move action
 
| DC = 80 + 10 per 50 lbs of weight
 
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry).  
 
| Failure = If you fail the check, you sink into the water and must [[Swim]] to continue any movement.
 
| Retry =
 
| Provokes =  
 
}}
 
{{Template:SkillUse
 
| Skill-Use = Walk on Gaseous Surface (Epic Skill Use)
 
| Benefit =  
 
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
 
| Action =
 
| DC = 110
 
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry).  
 
| Failure =


A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead.
| Retry =


If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Acrobatics check to jump, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.
| Provokes =


Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)
}}


Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
{{Template:SkillUse


| Skill-Use = Balance on Hair-Thin Surface (Epic Skill Use)


| Benefit =


==Epic Skill Uses==
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
Note: All uses below require a minimum of 21 Ranks in the skill to use.


===Light Step===
| Action =  
(DC 40 + 10 per 50 lbs of weight)


You can balance on a solid surface that could not normally take your body weight. (Example: bamboo branch, etc.) The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). You still have weight and the laws of inertia still apply.
| DC = 60


===Epic Jumps===
| Modifiers =  
(DC is normal jump DC + 10 per 5 feet above your maximum move)


You can make a Jump check greater than your movement speed. The DC for every 5 feet beyond your maximum movement speed is +10 to the DC.
| Failure =


===Walk On Water===
| Retry =  
(DC 80 + 10 per 50 lbs of weight)


===Walk On Gaseous Surface===
| Provokes =  
(DC 110 + 10 per 50 lbs of weight)


===Balancing on a hair-thin surface===
}}
(DC 60)

Revision as of 15:56, 31 May 2016