Cross Narrow Surfaces: Difference between revisions
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| URL-Name = Cross_Narrow_Surfaces | | URL-Name = Cross_Narrow_Surfaces | ||
| 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. 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. 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 = 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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|- | |- | ||
| align="left" | < 1/30th space wide || < one inch || < two inches || < four inches || 20 | | align="left" | < 1/30th space wide || < one inch || < two inches || < four inches || 20 | ||
|- | |||
| align="left" | Walking a tightrope || 1/2 inch thick || one inch thick || 2 inches thick || 30 | |||
|} | |} | ||
}} | }} | ||
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| Modifiers = * Using a balancing pole while traversing a narrow surface grants a +5 circumstance bonus to the Acrobatics check. | | Modifiers = * Using a balancing pole while traversing a narrow surface grants a +5 circumstance bonus to the Acrobatics check. | ||
* Moving full speed (instead of half) is a -10 penalty | * 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. |
Revision as of 16:46, 24 March 2017
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. | ||||||||||||||||||||||||||||||||||||
Action Required: |
Move action at half speed (+10 to check DC to move at full speed) | |||||||||||||||||||||||||||||||||||
DC of Check: |
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Modifiers to Check |
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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? |
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. | |||||||||||||||||||||||||||||||||||
Provokes AOO? |
Yes, as with any normal movement. |