Acrobatics: Difference between revisions

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==High Jump==
==High Jump==
{{:High Jump}}
{{Template:SkillUse
 
| Skill-Use = High Jump
 
| Core-Skill = Acrobatics
 
| 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 an additional move action and an Easy DC [[Movement]] or [[Might]] 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).
 
| DC = {{#!:
{| class="ep-default2" 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-default2" 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
 
}}


==Mitigate Falling Damage==
==Mitigate Falling Damage==

Revision as of 19:07, 29 March 2017