Difference between revisions of "Acrobatics"
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This skill starts out at rank zero. The upgrade cost of skill ranks is (6 + (current rank x 2)). | This skill starts out at rank zero. The upgrade cost of skill ranks is (6 + (current rank x 2)). | ||
=== Rank One === | === Rank One === | ||
− | A character with Rank One Acrobatics is able to apply his agility to new areas, and gains access to the following actions | + | A character with Rank One Acrobatics is able to apply his agility to new areas, and gains access to the following actions: |
==== Precise Jump ==== | ==== Precise Jump ==== | ||
When jumping to a surface that a character would have to balance on upon landing (such as a railing, or a pole), the character can use his Acrobatics skill modifier with his [[Abilities#Strength|Strength Ability]] and jump to the surface and balance on it with a single skill check. The check uses the jump's DC or the balance's DC, whichever is larger. | When jumping to a surface that a character would have to balance on upon landing (such as a railing, or a pole), the character can use his Acrobatics skill modifier with his [[Abilities#Strength|Strength Ability]] and jump to the surface and balance on it with a single skill check. The check uses the jump's DC or the balance's DC, whichever is larger. | ||
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Characters can also use their Acrobatics skill with their [[Abilities#Strength|Strength Ability]] when pulling themselves up from a ledge, instead of their [[Athletics|Athletics skill]]. | Characters can also use their Acrobatics skill with their [[Abilities#Strength|Strength Ability]] when pulling themselves up from a ledge, instead of their [[Athletics|Athletics skill]]. | ||
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=== Rank Two === | === Rank Two === | ||
A character with Rank Two Acrobatics can chain movement actions together in one movement action without taking a penalty. | A character with Rank Two Acrobatics can chain movement actions together in one movement action without taking a penalty. |
Revision as of 12:40, 23 May 2010
Tiered Skill
Acrobatics covers actions that use agile movements and practiced precision. Uses of Acrobatics include Tumbling through combat, Balancing on precarious surfaces, and vaulting over obstacles in the way.
Actions Covered:
- Balancing
- Jumps
- Tumbling
- Vaulting
Contents
Specific Uses
Balance (Dex)
The use of this skill is free when maintaining balance (such as simply standing or recovering from an attack). When moving, Acrobatics is used concurrently with the Move action and doesn't cost anything.
If a character fails his Acrobatics check for balance when trying to move, the character doesn't manage to move, wasting the AP used for the move action. If the check fails by 5 or more, the character slips from the balance point (DC: 20 Reflex check to grab on).
Action | DC |
---|---|
Resisting a Trip Attempt | Opposed Trip |
Maintaining balance on a two-foot surface | 10 |
- one-foot surface | 15 |
- 6-inch surface | 20 |
- 4-inch surface | 25 |
- 2-inch surface | 30 |
- 1-inch surface | 35 |
- <1-inch surface | 40 |
Retain balance when hit | 10 + Damage taken |
Modifiers | |
Moving at half speed | -0 |
Moving at full speed | -10 per move action (cumulative) |
Slope is between 20 and 45 degrees | -5 |
Slippery Surface | -5 |
Combat Tumble (Dex)
Action | DC |
---|---|
Move without presenting an opening | 20 + 5 per move action |
Move through an opponent's space | 25 + 5 per occupied space moved through this round |
Movement (Dex/various)
Actions detailed in this section can only be used once per move action. Thus, if a character had a speed of 10 and tried to successively vault over two objects within 10 feet of each other, the character would take a -15 penalty on the second vault attempt. This restriction can be alleviated by ranking up the skill.
Action | DC |
---|---|
Vault over a waist-high object | 15 |
Vault over a chest-high object | 20 |
Vault over an object of equal hight | 25 |
Tik-tak off of a wall | 25 |
Reduce damage from a fall | See description |
Reduce Damage From a Fall (Dex)
When making an acrobatics check to reduce the damage taken from a fall, the effective falling height is reduced by 5 feet for every 5 points over 10 of the check result. Thus, if a character is drops 15 feet from a ledge, and rolls a 24 on his Acrobatics check, the [[Falling Damage|fall damage] is reduced to 5 feet.
Characters take a -10 penalty to their roll if they are in an uncontrolled fall (such as being pushed from a ledge or slipping off of a balance point.
Skill Ranks
This skill starts out at rank zero. The upgrade cost of skill ranks is (6 + (current rank x 2)).
Rank One
A character with Rank One Acrobatics is able to apply his agility to new areas, and gains access to the following actions:
Precise Jump
When jumping to a surface that a character would have to balance on upon landing (such as a railing, or a pole), the character can use his Acrobatics skill modifier with his Strength Ability and jump to the surface and balance on it with a single skill check. The check uses the jump's DC or the balance's DC, whichever is larger.
Nimble Climbing
When climbing a surface that is only as tall as the character's single move action, the character can use his Acrobatics Skill with his Dexterity Ability and simply make a Acrobatics check (DC: 20) to cover that distance. If the surface is taller than the character's single move action, the character must then make a Athletics (Climb) check in order to grab onto the surface (DC: Surface DC + 10).
Characters can also use their Acrobatics skill with their Strength Ability when pulling themselves up from a ledge, instead of their Athletics skill.
Rank Two
A character with Rank Two Acrobatics can chain movement actions together in one movement action without taking a penalty.
Rank Three
A character with Rank Three Acrobatics has achieved such a level of synergy with Acrobatics that he can take 10 even when in stressful combat situations. Characters still can't take 10 when recovering from damage taken while balancing.