Acrobatics: Difference between revisions

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* '''Armor Check Penalty Applies?'''  Yes
* '''Armor Check Penalty Applies?'''  Yes


You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents.
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. At very high levels of skill, you can attempt such incredible feats as walking on a spiderweb, or fighting in the top of a windblown bamboo grove.
 
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.  Walking on the tips of posts set firmly in the ground (such as the remnants of a burned pier) would be -20 or more, while walking on the tips of precariously balanced logs (the aftermath of a logjam, for example) could be -20 to -40.  Far more difficult checks, such as walking only on the tips of a forest of spears, carry a circumstance bonus of -50 or more. At the uppermost limits, acrobatics can allow you to do such incredible things as dance on the surface of a dense layer of fog, walk down the surface of a waterfall without getting wet, dodge raindrops in a storm, run across falling stones in midair, and similarly invincible cinematic feats.


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.
'''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.
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| Skill-Use = Cross Narrow Surfaces
| Skill-Use = Cross Narrow Surfaces


| Benefit = You can use Acrobatics to move on narrow surfaces without falling. A successful check allows you to move at half speed across such surfaces. Only one check is needed per round. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.
| Benefit = You can use Acrobatics to move on narrow surfaces without falling. A 'narrow surface' is any surface less than half your normal space: Thus, for Small and Medium creatures, a space less than 2 and a half feet wide is considered 'narrow'. (For people who feel this is too strict, YOU go out on a two-foot wide ledge a thousand feet up the side of a building and report whether it feels 'narrow'.) An 'extremely narrow' space is less than one fifth the width of a narrow space, or for a small or medium creature, six inches wide.  Fort further modifiers, see the table below.  A successful check allows you to move at half speed across such surfaces. Only one check is needed per round. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.


| Action = Move action at half speed (+10 to check DC to move at full speed)
| Action = Move action at half speed (+10 to check DC to move at full speed)
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{| class="ep-default" style="text-align:center"
{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
|- style="Background:#DEB887; Color:#000;"
! Narrow Surface || Acrobatics DC
! Narrow Surface || Tiny Width || Small/Medium Width || Large Width || Acrobatics DC
|-
|-
| align="left" | Greater than 3 feet wide || 0<sup>1</sup>
| align="left" | Greater than 1/2 space wide || less than fifteen inches  || less than 30 inches || less than 60 inches wide || 0<sup>1</sup>
|-
|-
| align="left" | 1-3 feet wide || 5<sup>1</sup>
| align="left" | less than 1/2 space to 1/5th space wide  || fifteen inches to 6 inches wide || 30 inches to twelve inches wide||60 inches to 24 inches wide || 5<sup>1</sup>
|-
|-
| align="left" | 7-11 inches wide || 10
| align="left" | less than 1/5th space wide to 1/10th space wide  || six inches to three inches wide || twelve inches to six inches wide || 24 inches to twelve inches wide || 10
|-
|-
| align="left" | 2-6 inches wide || 15
| align="left" | less than 1/10th space to 1/30th space wide  || three inches to one inch wide || six inches to two inches wide || 12 inches to four inches ||  15
|-
|-
| align="left" | Less than 2 inches wide || 20
| align="left" | Less than 1/30th space wide  || less than one inch wide || less than two inches wide || less than four inches ||  20
|}
|}
}}
}}
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| Skill-Use = Long 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.
| 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.  Note that a long jump is only required if the space you wish to cross is larger than your own space: A size Huge creature can cross gaps up to fifteen feet wide simply by stepping across them, for example. Conversely, a size Diminutive creature must make a Jump check to cross a gap larger than twelve inches.  Further note that the distance of a Jump is not affected by your Size in any way: A ten foot leap means a size Tiny creature is a prodigiously leaper, while a size Colossal creature jumping ten feet seems relatively sluggish.


| 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).
| 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).
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| Modifiers = * If you do not take at least a 10 foot running start, the DC of the check is doubled.
| 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).
* If you use a pole at least as long as one side of your space 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).






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 an average Reflex save for your character level 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 an Easy Climb check for your character level.


| 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.
| 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.
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| Skill-Use = High Jump
| Skill-Use = High Jump


| 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.
| 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. Note that 'high above' may vary wildly for creatures of different sizes. A size Tiny creature may need a three foot vertical jump simply to reach a bar stool, while a size Colossal creature may comfortably reach the fourth story of an inn without even standing on tiptoe (see chart below).  In no cases does your size modify how well you can jump.


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 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 an additional move action and an Easy DC Climb check for your level.


| 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 = 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).
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{| class="ep-default" style="text-align:center"
{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
|- style="Background:#DEB887; Color:#000;"
! Creature Size || Vertical Reach || Squares of Reach
! Creature Size || Vertical Reach || Typical Squares of Reach
|-
|-
| align="left" | Titanic || 60 ft. || 12
| align="left" | Titanic || 60 ft. || 12

Revision as of 21:27, 23 July 2016