Acrobatics: Difference between revisions

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| 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 = * 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 rolling to make a Jump check) for an average creature of a given size is shown on the table below. (As a Medium/Small creature, a typical player character can reach 10 feet without rolling.  Does a halfling need to work to reach a ten foot window?  yes, but it's not so difficult that it requires an actual skill roll, they are just assumed to be used to dealing with a world too big for them.) Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller for purposes of vertical reach.


{{#!:
{{#!:
{| 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 || Typical Squares of Reach
! Creature Size || Vertical Reach || Typical Squares of Vertical Reach
|-
|-
| align="left" | Titanic || 60 ft. || 12
| align="left" | Titanic || 60 ft. || 12
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| align="left" | Large || 20 ft. || 4
| align="left" | Large || 20 ft. || 4
|-
|-
| align="left" | Medium || 10 ft. || 2
| align="left" | Medium/Small || 10 ft. || 2
|-
|-
| align="left" | Small || 7 ft. || 1 1/2
| align="left" | Tiny || 5 ft. || 1
|-
|-
| align="left" | Tiny || 2 ft. || 1/2
| align="left" | Diminutive || 2 ft. || 0
|-
|-
| align="left" | Diminutive || 1 ft. || 0
| align="left" | Fine || 1 ft. || 0
|-
| align="left" | Fine || 1/2 ft. || 0
|}
|}
}}
}}
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| 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.
| 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.
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 then land on your feet.  See [[Types_of_Movement#Falling|Falling]] for details.


| Action = This is a free action that can only be made during your turn, and when you are aware of the potential for falling.
| Action = This is a free action that can only be made during your turn, and when you are aware of the potential for falling.
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| Skill-Use = Hop Up
| 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.  
| 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. Note that "as tall as your waist" means one half the size of your space.  Thus, a size Gargantuan creature, being twenty feet on a side, can 'hop up' to a surface ten feet high, such as the roof of a modest house.  Conversely, a size Tiny fairy could 'hop up' to a single step of a stairway.  (There's a good reason most Fairy's have fly speeds: They really need it!)


| Action = 10 feet of movement during a move action
| Action = 10 feet of movement during a move action
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| 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.
| 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.
| Failure = You lose 10 feet of your remaining move, and remain 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.
| Retry = Yes, if you have at least 10 feet of movement remaining.
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: <sup>1</sup> - Maximum falling damage.
: <sup>1</sup> - Maximum falling damage.


| Modifiers = -
 
| Modifiers = {{#!:
{| class="ep-default" style="text-align:left"
|- style="Background:#DEB887; Color:#000;"
! width="350" | Modifier || width="110" | Movement DC
| Calm water at the surface || align="center" | +0
|-
| Rough water at the surface || align="center" | +5
|-
| Stormy water at the surface || align="center" | +10
|-
| Jumping into hazardous fluid you cannot resist || align="center" | +10
|-
| Jumping into very dense fluid || align="center" | +20
|-
| Jumping into very soft fluid or dense gas || align="center" | -10
|-
| Clear, calm conditions || align="center" | -5
|-
| Clear air or calm air || align="center" | +0
|-
| Windy conditions || align="center" | +5
|-
| Strong winds || align="center" | +10
|-
| hurricane-force winds || align="center" | +20
|-
| erratic gusts || align="center" | +10
|-
| violent gusts || align="center" | +20
|-
| fog or mist || align="center" | +5
|-
| unable to see landing spot || align="center" | +10
|-
| rain, snow, and/or sleet || align="center" | +5 each
|-
| hail || align="center" | +10
|-
| massive hail || align="center" | +20
|}
}}


| Failure = Failure results in taking damage from the jump or dive
| Failure = Failure results in taking damage from the jump or dive
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| Skill-Use = Light Step (Epic Skill Use)
| Skill-Use = Light Step (Epic Skill Use)


| 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.
| Benefit = You can balance on a solid surface that could not normally take your body weight. (Example: bamboo stalk, thin branch, oiled paper roof, etc.) You still have weight and the laws of inertia still apply.


This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
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| DC = 40
| DC = 40


| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry).  
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). In addition, you suffer all other normal modifiers for slick conditions, slopes, etc.


| Failure = You fall from the surface or fall prone
| Failure = You fall from the surface or fall prone
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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).




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| Skill-Use = Walk on Water (Epic Skill Use)
| 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.
| 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.  More dense liquids may or may not be easier or harder.  Walking on lava would be easier (assuming you can resist the incredible heat) because lava is often viscous and sticky, but walking on quicksilver would be very, very hard (+50) despite its extreme density.  The GM adjudicates all unusual circumstances.


This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
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| DC = 80 + 10 per 50 lbs of weight
| 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).  
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). In addition, there may be circumstance modifiers for the liquid you are walking on, as explained above.


| Failure = If you fail the check, you sink into the water and must make a [[Movement]] to swim, in order to continue any movement.
| Failure = If you fail the check, you sink into the water and must make a [[Movement]] to swim, in order to continue any movement. For other fluids, the GM will adjudicate. Falling into lava is its own punishment.


| Retry =  
| Retry = Yes!  If you have fallen into water (or other fluids at the GM's discretion) and wish to climb back onto the surface, you must make a Movement check against the DC you would require to walk on the fluid, +10, to clamber up onto the surface and start walking again.


| Provokes =  
| Provokes = Yes, like all movement.


}}
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| Skill-Use = Walk on Gaseous Surface (Epic Skill Use)
| Skill-Use = Walk on Gaseous Surface (Epic Skill Use)


| Benefit =  
| Benefit = You can walk on the surface of a fog, or mist, or even simply the boundary between hot and cold air.  You can use the heat shimmers above a hot surface as a sort of ladder, for example. Note that this is not flight, as any perturbation of the gaseous surface acts as waves or stormy seas and can force you to move quickly to find another place to stand.


This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.


| Action =  
| Action = Move action, or part of a move action.


| DC = 110
| DC = 110


| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry).  
| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). In addition, there may be circumstances for the gaseous surface you are standing on, as explained above.  Yes, it is possible to run around on the surface of a tornado, but its not going to be even a little bit easy. The GM should apply all modifiers that seem appropriate, using the modifiers on this page as guidelines.  


| Failure =  
| Failure = You fall.


| Retry =  
| Retry = You may attempt to catch yourself if you fall onto another gaseous surface before you hit the ground.  The difficulty for this is the DC to walk upon that surface, with all applicable modifiers, +10.


| Provokes =  
| Provokes = Yes, like all movement.


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


| Benefit =  
| Benefit = You are able to walk upon a spider web, or tightrope across a single thread, use an unraveled hem to stair-step your way up a giant, and many other amazing things.  This often looks like you are walking on a gaseous surface, but having anything solid at all to use as a toehold, no matter how tiny, makes this a much easier check to attempt.


This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.
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| DC = 60
| DC = 60


| Modifiers =  
| Modifiers = The DC for this check increases by 10 for every 80 lbs you weigh (including items and equipment you carry). In addition, there may be circumstances for the environment, and moving at full speed penalties apply as well.  Tightrope walking across a slickly-greased and frayed cotton thread in savage unpredictable gusts at a steep downhill angle in a massive pounding hailstorm is going to be quite difficult.  The GM should apply all modifiers that seem appropriate, using the modifiers on this page as guidelines.


| Failure =  
| Failure = You fall. You may make a Movement check to catch yourself on the strand at a DC required to walk it, at a +10. 


| Retry =  
| Retry = If you fell, no, unless you climb back up and start over again.  If you caught yourself with a Movement check, you may continue again, presumably after changing into a clean pair of tights.


| Provokes =  
| Provokes = Yes, like all movement.


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Revision as of 22:29, 23 July 2016