Acrobatics: Difference between revisions

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:{| class="ep-default2" style="text-align:left"
:{| class="ep-default2" style="text-align:left"
|-  
|-  
! width="350" | Modifier || width="110" | Acrobatics DC
! width="350" | Circumstance || width="110" | Modifier to Target DC
|-
|-
| Calm water at the surface || align="center" | +0
| Calm water at the surface || align="center" | +0
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| Success = You dive into the water without taking any damage.
| 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.


| Retry = No (unless you go back to the top and jump again)
| 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.
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.
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}}
}}


==Light Step (Epic)==
==Astounding Leap (Epic)==
{{Template:SkillUse
{{Template:SkillUse


| Skill-Use = Light Step (Epic)
| Skill-Use = Astounding Leap (Epic)


| 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.
| 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 = 40
| DC = Normal long jump DC, +10 per 5 feet of additional movement beyond your [[Walk]] speed.


| 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 = * '''Running Start:''' If you do not take at least a 10 foot running start, the DC of the check is doubled.
* '''Higher Speed:''' Creatures with a base land speed above 30 feet receive a +for every 10 feet of their speed below 30 feet.
* '''Pole Vaulting:''' 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
| 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.
| Success = You complete your leap in a single move action, despite it being further than your normal [[Walk]] speed.


| Failure = You fall from the surface or fall [[prone]].
| Failure = If you fail the 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 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 retry the jump in the same round. If not, it requires another move action.


| Provokes = Yes, as with any normal movement.
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.


}}
}}


==Astounding Leap (Epic)==
==Light Step (Epic)==
{{Template:SkillUse
{{Template:SkillUse


| Skill-Use = Astounding Leap (Epic)
| Skill-Use = Light Step (Epic)


| 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.
| Benefit = You can balance on a solid surface that could not normally take your body weight.  You are able to tightrope walk on surfaces as narrow as a hair, such as walking upon a spider's web, tightrope walking across a single thread, or using an unraveled hem to stair-step your way up a giant.  As long as you have some physical substance to traverse, you can use ''light step'' to balance upon it, or move across it at up to half your [[Walk]] speed.


''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 [[Walk]] speed.
| DC = 40


| Modifiers = * If you do not take at least a 10 foot running start, the DC of the check is doubled.
| Modifiers = * '''Weight:''' +5 to the target DC for every 50 lbs you weigh (including items and equipment you carry) beyond the first 50 lbs.
* Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 to jump for every 10 feet of their speed below 30 feet.  
* '''Dangerous Environment:''' There may be circumstance modifiers for the environment or surface you are walking on.  It is extra challenging to stride between the trees across a spider's web when the forest canopy is burning all around you, and thick, black smoke is filling your lungs and watering your eyes.
* 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).
* '''Move Full Speed:''' You can attempt to move at your full [[Walk]] speed by adding +10 to the target DC.
* '''Slope:''' If the solid surface is sloped, the DC increases as detailed in the table below.  If a slope is greater than 45-degrees, it must be climbed, rather than walked upon (see [[Movement]] skill).
 
{{#!:
::{| class="ep-default2"
|-
! Slope || DC Increase
|-
| Shallow (up to 15-degrees) || +2
|-
| Steep (up to 30-degrees) || +5
|-
| Severe (up to 45-degrees) || +10
|}
}}


| Take10-Take20 = No
| Take10-Take20 = No


| Success = You complete your leap in a single move action, despite it being further than your normal [[Walk]] speed.
| 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, without breaking that surface or falling to your doom.


| Failure = If you fail the check, . Instead, you leap a number of squares along your path equal to your ''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.
| Failure = You fall to whatever solid surface is beneath you, taking falling damage, and your move action is lost. After falling damage is resolved, you may take the remainder of your turn, if you have actions remaining.


| 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 = You can attempt to move back onto the flimsy surface (assuming you can reach it from the ground) with additional move actions.


| Provokes = Yes, as with any normal movement.
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.


}}
}}
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| Retry = Yes!  If you have fallen into water (or other fluids at the GM's discretion) and wish to climb back onto the surface, you must make a Movement skill check against the DC you would require to walk on the fluid, +10, to delicately rise up onto the surface and start walking again.
| Retry = Yes!  If you have fallen into water (or other fluids at the GM's discretion) and wish to climb back onto the surface, you must make a Movement skill check against the DC you would require to walk on the fluid, +10, to delicately rise up onto the surface and start walking again.


| Provokes = Yes, like all movement.
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.


}}
}}
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| Skill-Use = Walk on Gaseous Surface (Epic)
| Skill-Use = Walk on Gaseous Surface (Epic)


| Benefit = You can walk on the surface of a fog, or mist, or even simply the boundary between hot and cold air.  You can use the heat shimmers above a hot surface as a sort of ladder, for example. Note that this is not flight, as any perturbation of the gaseous surface acts as waves or stormy seas and can force you to move quickly to find another place to stand.
| Benefit = You can walk at half your speed on the surface of a fog, or mist, or even the boundary between hot and cold air.  You can use the heat shimmers above a hot surface as a sort of ladder, for example. Note that this is not flight, as any perturbation of the gaseous surface acts as waves or stormy seas and can force you to move quickly to find another place to stand.


''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 = 60, +5 per 50 lbs of weight
| DC = 60


| Modifiers = The DC for this check increases by 10 for every 50 lbs you weigh (including items and equipment you carry). In addition, there may be circumstances for the gaseous surface you are standing on, as explained above.  Yes, it is possible to run around on the surface of a tornado, but its not going to be even a little bit easy. The GM should apply all modifiers that seem appropriate, using the modifiers on this page as guidelines.  
| 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 Gasses:''' There may be circumstance modifiers for the gaseous surface you are walking on.  Yes, it is possible to run around on the surface of a tornado, but it's not advised.
* '''Move Full Speed:''' You can attempt to move at your full [[Walk]] speed by adding +10 to the target DC.


| Failure = You fall.
| Take10-Take20 = No


| Retry = You may attempt to catch yourself if you fall onto another gaseous surface before you hit the ground.  The difficulty for this is the DC to walk upon that surface, with all applicable modifiers, +10.
| Success = You walk along the gaseous surface at half your [[Walk]] speed (or your full speed, if you increased the DC by 10 first).


| Provokes = Yes, like all movement.
| Failure = You fall to whatever solid surface is beneath you, taking falling damage, and your move action is lost.  After falling damage is resolved, you may take the remainder of your turn, if you have actions remaining.


}}
| Retry = You can attempt to move back onto a gaseous surface (assuming you can reach it from the ground) with additional move actions.


==Balance On Hair-Thin Surface (Epic)==
| Provokes = This is deliberate movement, so it would provoke attacks of opportunity like any normal movement.
{{Template:SkillUse
 
| Skill-Use = Balance on Hair-Thin Surface (Epic)
 
| 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.''
 
| Action = Move action, or part of a move action.
 
| DC = 30
 
| 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. 
 
| Retry = If you fell, no, unless you climb back up and start over again.  If you caught yourself with a Might check, you may continue again, presumably after changing into a clean pair of tights.
 
| Provokes = Yes, like all movement.


}}
}}

Revision as of 19:13, 6 April 2017