Acrobatics: Difference between revisions

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


| 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.
| Benefit = Once you have 21 or more ranks of Acrobatics, you are able to tightrope walk on surfaces thinner than the limits in the table above.  Indeed, once you have reached such amazing levels of skill, 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 = 30
| DC = 30


| Modifiers = The DC for this check increases by +5 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, or simply set a DC by fiat, as above. Your choice!  
| Modifiers = The DC for this check increases by +5 for every 50 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, or simply set a DC by fiat, as above. Your choice!  


| Failure = You fall. You may make a [[Might]] check to catch yourself on the strand at the DC required to walk it, at a +5 circumstance modifier on the roll.   
| Failure = You fall. You may make a [[Might]] check to catch yourself on the strand at the DC required to walk it, at a +5 circumstance modifier on the roll.   

Revision as of 19:56, 24 March 2017