Acrobatics: Difference between revisions

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If you were attempting to leap across a chasm and failed your check by less than 5, you can make an average Reflex save for your character level 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 an entire move action and an Easy Climb check for your character level.
If you were attempting to leap across a chasm and failed your check by less than 5, you can make an average [[Might]] skill check for your character level 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 an entire move action and an Easy [[Movement]] check to climb up for your character level.


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


| 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 check against the DC you would require to walk on the fluid, +10, to clamber 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 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 = Yes, like all movement.
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| Modifiers = The DC for this check increases by 10 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.  
| Modifiers = The DC for this check increases by 10 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.  


| Failure = You fall. You may make a Movement check to catch yourself on the strand at a DC required to walk it, at a +10.   
| Failure = You fall. You may make a [[Might]] check to catch yourself on the strand at the DC required to walk it, at a +10.   


| Retry = If you fell, no, unless you climb back up and start over again.  If you caught yourself with a Movement check, you may continue again, presumably after changing into a clean pair of tights.
| 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.
| Provokes = Yes, like all movement.


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Revision as of 01:00, 8 August 2016