Acrobatics: Difference between revisions

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| Action = Move action at half speed
| Action = Move action at half speed


| DC = The highest Maneuver Defense of any creature you might provoke from, along your path of movement. You roll your Tumble check only once (per move action). Success means you complete your move action without provoking an attacks of opportunity from one creature along your path whose threatened square (or squares) you are leaving.  You may choose which creature this is.
| DC = The highest Maneuver Defense of any creature you might provoke from, along your path of movement. You roll your Tumble check only once (per move action).  
 
For each 2 additional points by which you exceed the target DC, you may select another creature along your path to not take attacks of opportunity from.


Note that, as this is a single move action, you can only provoke once from each creature that threatens a square you are leaving.
Note that, as this is a single move action, you can only provoke once from each creature that threatens a square you are leaving.
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* You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor.  
* You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor.  
* You can use Acrobatics to tumble through threatened squares while [[Prone]], but doing so requires a full-round action to move 5 feet, and the DC is increased by +5.   
* You can use Acrobatics to tumble through threatened squares while [[Prone]], but doing so requires a full-round action to move 5 feet, and the DC is increased by +5.   
| Take10-Take20 = No.
| Success = You complete your move action without provoking an attack of opportunity from one creature along your path whose threatened square (or squares) you are leaving.  You may choose which creature this is.
For each 2 additional points by which you exceed the target DC, you may select another creature along your path to not take attacks of opportunity from.


| Failure = If you fail the check, all creatures along your chosen path may make an attack of opportunity against you.   
| Failure = If you fail the check, all creatures along your chosen path may make an attack of opportunity against you.   
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| Core-Skill = Acrobatics
| Core-Skill = Acrobatics


| 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.  For further modifiers, see the table below. Walking a tightrope is considered a use of this skill, with the lowest entry on 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.  
| 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.  For further modifiers, see the table below. Walking a tightrope is considered a use of this skill, with the lowest entry on the table below.   
 
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).


| 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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:<sup>1</sup> - <small>No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to greater than 10.</small>
:<sup>1</sup> - <small>No ''Acrobatics'' check is needed to move across these surfaces unless the modifiers increase the DC to greater than 10.</small>
 
| Modifiers = * Using a balancing pole while traversing a narrow surface grants a +5 circumstance bonus to your ''Acrobatics'' check.
* Moving full speed (instead of half) increases the DC by +10.
* Unsteady surface: increases the DC by +5.  A narrow ledge made of piled rubble, or an unsecured tightrope, are examples of such.
* Environmental effects: varies.  Climbing a steeply sloped ledge, coated in ice, in a rainstorm, with violent gusts, for example. See this page for examples.
 
| Take10-Take20 = No


| Modifiers = * Using a balancing pole while traversing a narrow surface grants a +5 circumstance bonus to the Acrobatics check.
| Success = You successfully move up to half your speed (or your full speed, if you increased the DC by 10 first) across the narrow surface.  
* Moving full speed (instead of half) is a -10 penalty
* Unsteady surface, -5.  A narrow ledge made of piled rubble, or an unsecured tightrope, are examples of such.
* Environmental effects, varies.  Climbing a steeply sloped ledge, coated in ice, in a rainstorm, with violent gusts, for example. See this page for examples.


| Failure = Failure usually means falling or falling prone.
| Failure = Failure usually means falling or falling [[Prone]].


| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.
| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.
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* If you wish to combine a long jump with a high jump, the target DC's are added together, and a single check is made to determine the outcome.
* If you wish to combine a long jump with a high 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.  A large wagon would allow a running Jump check from its bed, but Jumping from a wagon careening down a rocky slope in a tornado is likely to have a few modifiers attached.
* Some or all of the circumstance bonuses above and below may or may not apply to Jump checks at the DM's discretion.  A large wagon would allow a running Jump check from its bed, but Jumping from a wagon careening down a rocky slope in a tornado is likely to have a few modifiers attached.
| Take10-Take20 = Usually not, since falling short of your desired distance likely has undesirable consequences.
| Success = You jump a distance based on the result of your check, dropping fractions to the nearest 5-foot increment.
If the resulting distance is greater than your [[Walk]] speed, you may either reduce the distance jumped to your walk speed or less, or spend additional move actions to travel the extra distance.  You must spend a number of move actions equal to the same number of move actions it would take you to [[Walk]] the same distance.  If you cannot spend enough move actions in a single round to complete your jump, you continue your jump on your subsequent turns until enough move actions have been spent. While mid-leap, you are considered [[Flat-Footed]], you cannot make any immediate actions or attacks of opportunity, nor can you perform any standard actions (other than converting them to a move action), unless you have an ability which allows you to perform an action in the middle of movement (such as [[Spring Attack (Feat)]]).




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* 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.
* 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.
   
   
| Take10-Take20 = Usually not, since falling short of your desired height likely has undesirable consequences.
| Success = You jump a height based on the result of your check, dropping fractions to the nearest 5-foot increment.
If the resulting height is greater than your [[Walk]] speed, you may either reduce the height jumped to your walk speed or less, or spend additional move actions to travel the extra distance.  Note that coming back down is a free action and does not count against your [[Walk]] speed for height traveled.  You must spend a number of move actions equal to the same number of move actions it would take you to [[Walk]] the same distance.  If you cannot spend enough move actions in a single round to complete your jump, you continue your jump on your subsequent turns until enough move actions have been spent. While mid-leap, you are considered [[Flat-Footed]], you cannot make any immediate actions or attacks of opportunity, nor can you perform any standard actions (other than converting them to a move action), unless you have an ability which allows you to perform an action in the middle of movement (such as [[Spring Attack (Feat)]]).
| 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.
| 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.


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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 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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| Modifiers = -
| Modifiers = -
| Take10-Take20 = No
| Success = 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.


| Failure = The damage is not reduced.
| Failure = The damage is not reduced.
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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.
| Take10-Take20 = No
| Success = You successfully hop up onto the object. You may continue your move action if you have movement remaining.


| 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.
| 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.
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| Take10-Take20 = No
| Success = You dive into the water without taking any damage.


| 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 = Light Step (Epic)


| 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.
| Benefit = You can balance on a solid surface that could not normally take your body weight, and may move up to half your speed over the surface. (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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| Modifiers = The DC for this check increases by +5 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, (see above).
| Modifiers = The DC for this check increases by +5 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, (see above).


| Failure = You fall from the surface or fall prone
| Take10-Take20 = No
 
| Success = You are able to balance on, or move up to half your speed (or your full speed, if you increased the DC by 10 first) across the surface in question.
 
| Failure = You fall from the surface or fall [[prone]].


| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.
| Retry = If you are not prone, and have movement remaining, you may attempt to cross again in the same round. If not, it requires another move action.
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| Skill-Use = Astounding Leap (Epic)
| Skill-Use = Astounding Leap (Epic)


| Benefit = You can make an acrobatics check to perform a long jump with a distance greater than your movement speed.
| Benefit = You can make an acrobatics check to perform a long jump with a distance greater than your movement speed, completing the leap in a single move action.


''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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| Action = Part of a move action
| Action = Part of a move action


| DC = Normal long jump DC, +10 per 5 feet of additional movement beyond your speed
| DC = Normal long jump DC, +10 per 5 feet of additional movement beyond your [[Walk]] speed.


| 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.
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* 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 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).


 
| Take10-Take20 = No
 
| Success = You complete your leap in a single move action, despite it being further than your normal [[Walk]] speed.
 
''Acrobatics'' check result divided by 5 (or 10 if you attempted the jump without a running start), round down, and land [[prone]] in that square.


| 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.


| Provokes = Yes, as with any normal movement.
| Provokes = Yes, as with any normal movement.
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| Skill-Use = Walk on Water (Epic)
| Skill-Use = Walk on Water (Epic)


| 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.
| Benefit = You can attempt to walk across water or another liquid at least as heavy as water at half your normal speed.  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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| Action = Move action, or part of a move action
| Action = Move action, or part of a move action


| DC = 50 +5 per 50 lbs of weight
| DC = 50
 
| Modifiers = * '''Weight:''' +5 to the target DC for every 50 lbs you weigh (including items and equipment you carry) beyond the first 50 lbs.
* '''Dangerous Liquids:''' There may be circumstance modifiers for the liquid you are walking on, as explained above.
* '''Move Full Speed:''' You can attempt to move at your full [[Walk]] speed by adding +10 to the target DC.
 
| Take10-Take20 = No


| 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 circumstance modifiers for the liquid you are walking on, as explained above.
| Success = You move across the surface of the liquid at half your speed (or your full speed, if you increased the DC by 10 first).


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

Revision as of 21:06, 5 April 2017