Acrobatics: Difference between revisions
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| Retry = Yes, with an additional move action, though this does not negate failed results. | | Retry = Yes, with an additional move action, though this does not negate failed results. | ||
| Provokes = | | Provokes = Only on a check that fails | ||
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| Benefit = You can use Acrobatics to move on narrow surfaces without falling. 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 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. | ||
| Action | | Action = Move action at half speed (+10 to check DC to move at full speed) | ||
| DC | | DC = | ||
{{#!: | {{#!: | ||
{| border="1" cellpadding="5" style="text-align:center" | {| border="1" cellpadding="5" style="text-align:center" | ||
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* Moving full speed (instead of half) is a -10 penalty | * Moving full speed (instead of half) is a -10 penalty | ||
| Failure = | | Failure = Failure usually means falling or falling prone. | ||
| Retry = No | | Retry = No | ||
| Provokes = Yes | | Provokes = Yes |
Revision as of 16:30, 29 May 2016
Acrobatics (Dex, Armor Check Penalty)
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents.
Acrobatics checks are sometimes affected by circumstance bonuses or penalties, depending on the terrain. Lightly obstructed, sloped or slippery terrain can inflict a -2 penalty, while heavily obstructed, icy or steeply sloped terrain can inflict a -5 penalty. These penalties can also be cumulative, if multiple hazards are present (a steep icy slope would be -10). Furthermore, unsteady surfaces, like a small boat, a moving cart, or fighting during an earthquake can also carry circumstance penalties, between -2 and -10.
Common Uses
You can tumble through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. 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. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5.
| |
Action Required: |
Move action at half speed |
DC of Check: |
Threatening creature's CMD |
Modifiers to Check |
|
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure |
|
Retry Allowed? |
Yes, with an additional move action, though this does not negate failed results. |
Provokes AOO? |
Only on a check that fails |
You can use Acrobatics to move on narrow surfaces without falling. 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. | |||||||||||||
Action Required: |
Move action at half speed (+10 to check DC to move at full speed) | ||||||||||||
DC of Check: |
| ||||||||||||
Modifiers to Check |
| ||||||||||||
Take 10? / Take 20? |
{{{Take10-Take20}}} | ||||||||||||
Allows Assists? |
{{{Assist}}} | ||||||||||||
Results of Success |
{{{Success}}} | ||||||||||||
Consequences of Failure |
Failure usually means falling or falling prone. | ||||||||||||
Retry Allowed? |
No | ||||||||||||
Provokes AOO? |
Yes |
Jumping and Falling
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
Long Jump | Acrobatics DC |
---|---|
5 feet | 5 |
10 feet | 10 |
15 feet | 15 |
20 feet | 20 |
Greater than 20 feet | +5 per 5 feet |
High Jump | Acrobatics DC |
---|---|
1 foot | 4 |
2 feet | 8 |
3 feet | 12 |
4 feet | 16 |
Greater than 4 feet | +4 per foot |
Jump DC Modifiers
- Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
- Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land. Also, see Pole.
- Pole: If you use a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process).
- Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)
Special Situation: Diving or Jumping into Water
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.
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 + 20d61 |
- 1 - Maximum falling damage.
Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
Modifiers
- Skills: If you have at least 5 ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
- Feats: If you have the Acrobatic feat, you get a +2 bonus on all Acrobatics checks. This bonus improves as you add additional ranks to the skill.
Long Jump
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance.
If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don't clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.
High Jump
Creature Size | Vertical Reach |
---|---|
Colossal | 128 ft. |
Gargantuan | 64 ft. |
Huge | 32 ft. |
Large | 16 ft. |
Medium | 8 ft. |
Small | 4 ft. |
Tiny | 2 ft. |
Diminutive | 1 ft. |
Fine | 1/2 ft. |
A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead.
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 a move action and a DC 15 Climb check. If you fail the Acrobatics check to jump, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.
Obviously, 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.
Hop Up
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Acrobatics (jump) check. 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. 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.
Epic Skill Uses
Note: All uses below require a minimum of 21 Ranks in the skill to use.
Light Step
(DC 40 + 10 per 50 lbs of weight)
You can balance on a solid surface that could not normally take your body weight. (Example: bamboo branch, etc.) The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). You still have weight and the laws of inertia still apply.
Epic Jumps
(DC is normal jump DC + 10 per 5 feet above your maximum move)
You can make a Jump check greater than your movement speed. The DC for every 5 feet beyond your maximum movement speed is +10 to the DC.
Walk On Water
(DC 80 + 10 per 50 lbs of weight)
Walk On Gaseous Surface
(DC 110 + 10 per 50 lbs of weight)
Balancing on a hair-thin surface
(DC 60)