Acrobatics: Difference between revisions

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{{:Long Jump}}
{{:Long Jump}}


{{Template:SkillUse
{{:High Jump}}


| Skill-Use = High Jump
{{:Mitigate Falling Damage}}


| 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.
{{:Hop Up}}


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 [[Movement]] or [[Might]] check for your level.
{{:Dive Into Water}}
 
| 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).
 
| DC = {{#!:
{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! 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
|}
}}
 
| 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"
|- style="Background:#DEB887; Color:#000;"
! Creature Size || Vertical Reach || Typical Squares of Vertical Reach
|-
| align="left" | Titanic || 60 ft. || 12
|-
| 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/Small || 10 ft. || 2
|-
| align="left" | Tiny || 5 ft. || 1
|-
| align="left" | Diminutive || 2 ft. || 0
|-
| align="left" | Fine || 1 ft. || 0
|}
}}
 
* 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 wish to combine a high jump with a long jump, the target DC's are added together, and a single check is made to determine the outcome.
* Some or all of the circumstance bonuses above and below may or may not apply to Jump checks at the DM's discretion.  Performing a High Jump off a lake of burning lava to a nice cool ledge might be something you really, really want to do, but there are likely to be some modifiers.
| 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 = 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 = Mitigate Falling Damage
 
| 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 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.
 
| DC = 15
 
| Modifiers = -
 
| Failure = The damage is not reduced.
 
| Retry = No
 
| 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.
 
}}
 
{{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. 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
 
| 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, 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.
 
| Provokes = Yes, as with any normal movement
 
}}
 
{{Template:SkillUse
 
| 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.
 
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.
 
| Action = Diving or jumping into water requires a move action, regardless of the distance of the dive or jump.
 
| DC = {{#!:
{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! Dive Height || Minimum Safe Depth || Acrobatics DC || Damage for Failed Dive
|-
| 10 ft. || 10 ft. || 15 || None
|-
| 20 ft. || 10 ft. || 15 || None
|-
| 30 ft. || 10 ft. || 15 || 1d3 nonlethal
|-
| 40 ft. || 20 ft. || 15 || 2d3 nonlethal
|-
| 50 ft. || 20 ft. || 20 || 2d3 nonlethal +1d6
|-
| 60 ft. || 20 ft. || 20 || 2d3 nonlethal + 2d6
|-
| 70 ft. || 30 ft. || 20 || 2d3 nonlethal + 3d6
|-
| 80 ft. || 30 ft. || 20 || 2d3 nonlethal + 4d6
|-
| 90 ft. || 30 ft. || 20 || 2d3 nonlethal + 5d6
|-
| 100 ft. || 30 ft. || 20 || 2d3 nonlethal + 6d6
|-
| 110 ft. || 30 ft. || 25 || 2d3 nonlethal + 7d6
|-
| 120 ft. || 30 ft. || 25 || 2d3 nonlethal + 8d6
|-
| 160 ft. || 30 ft. || 30 || 2d3 nonlethal + 12d6
|-
| 210 ft. || 30 ft. || 35 || 2d3 nonlethal + 17d6
|-
| 240 ft. || 30 ft. || 35 || 2d3 nonlethal + 20d6<sup>1</sup>
|}
}}
: <sup>1</sup> - Maximum falling damage under normal conditions.
 
 
| Modifiers = {{#!:
{| class="ep-default" style="text-align:left"
|- style="Background:#DEB887; Color:#000;"
! width="350" | Modifier || width="110" | Acrobatics 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
 
| Retry = No (unless you go back to the top and jump again)
 
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.
 
}}


{{Template:SkillUse
{{Template:SkillUse

Revision as of 13:57, 24 March 2017