Acrobatics: Difference between revisions

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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.
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.  
Uses
 
This also adds a bonus to the Feint action and to the Total Defense Full Round action.


This skill has three distinct uses:
This skill has three distinct uses:


# [[#Cross Narrow Surfaces/Uneven Ground|Cross Narrow Surfaces/Uneven Ground]]
== Obstructed Movement ==
# [[#Move Through Threatened Squares|Move Through Threatened Squares]]
 
# [[#Jumping and Falling|Jumping and Falling]]
There are multiple different things that can obstruct movement. Awkward Terrain, Narrow Surfaces/Uneven Ground, Occupied Spaces.
 
=== Difficult Terrain ===
{| class="wikitable" style="margin-left: 10px;"
! style="text-algin:left;" | Acrobatics Modifiers
! 10 + DC Modifier
|-
| Lightly Obstructed (gravel, sand)||2
|-
| Severely Obstructed (car, rubble)||5
|-
| Slightly Slippery (wet)||2
|-
| Severely Slippery (icy)||5
|-
| Slightly Sloped (<45°)||2
|-
| Severely Sloped (>45°)||5
|-
| Slightly Unsteady (boat in rough water)||2
|-
| Mildly Unsteady (boat in a storm)||5
|-
| Severely Unsteady (earthquake)||10
|-
| Move at full speed on narrow or uneven surfaces||10
|}


== Cross Narrow Surfaces/Uneven Ground ==
=== Cross Narrow Surfaces/Uneven Ground ===


{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
Line 17: Line 44:
| Greater than 3 feet wide||1
| Greater than 3 feet wide||1
|-
|-
| 1–3 feet wide||51
| 1–3 feet wide||5
|-
|-
| 7–11 inches wide||10
| 7–11 inches wide||10
Line 29: Line 56:
First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. 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.
First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. 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.


Modifiers or Special Situations
;Modifiers or Special Situations
 
<u>Balancing Pole</u>: Using a balancing pole while traversing a narrow surface grants a +1 circumstance bonus to the Acrobatics check.


Balancing Pole: Using a balancing pole while traversing a narrow surface grants a +1 circumstance bonus to the Acrobatics check.
=== Occupied Spaces ===


== Move Through Threatened Squares ==
In order to cross an Occupied space that is occupied by someone other then a Friendly an Acrobatics check is used.


{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="margin-right: 10px;"
|+ Table: Acrobatics DC's to Move Through Threatened Areas
|+ Table: Acrobatics DC's to move through Occupied Space
! style="text-algin:left;" | Situation
! style="text-algin:left;" | Occupied Space
! Base Acrobatics DC1
! Base Acrobatics DC
|-
| Friendly || +0
|-
| Neutral || +10
|-
|-
| Move through a threatened area||Opponent’s Combat Maneuver Defense
| Surprised Enemy || +15
|-
|-
| Move through an enemy’s space||5 + Opponent’s Combat Maneuver Defense
| Aware Enemy || [[Techniques#Combat_Techniques|Overrun Technique]]
|}
|}
In addition, you can move 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. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.


== Jumping and Falling ==
== Jumping and Falling ==


[Long Jump DC Table / High Jump DC Table]
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: Acrobatics DC's for Long Jumps
! style="text-algin:left;" | Long Jump
! Acrobatics DC
|-
| 5 feet||5
|-
| 10 feet||10
|-
| 15 feet||15
|-
| 20 feet||20
|-
| Greater than 20 feet||+5 per 5 feet
|}


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).
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: Acrobatics DC's for High Jumps
! style="text-algin:left;" | High Jump
! Acrobatics DC
|-
| 1 foot||4
|-
| 2 feet||8
|-
| 3 feet||12
|-
| 4 feet||16
|-
| Greater than 4 feet||+4 per foot
|}


Modifiers or Special Situations


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.
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).
 
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.)
 
Diving or Jumping into Water
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 + 20d6*


Source Cerulean Seas © 2010 Alluria Publishing. All rights reserved.
;Modifiers or Special Situations


The rules below were provided by a 3rd Party Publisher and are therefore not part of the Pathfinder Roleplaying Game rules created by Paizo. Consult your GM to see if these rules are allowed.


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.
<u>Faster Base Movement</u>: 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.


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.
<u>Running Jump</u>: 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.


*Maximum falling damage.
<u>Pole</u>: 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).
Acrobatics DC Modifiers


[Table]
<u>Falling</u>: 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.)


The following modifiers apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies.
== Combat and etc... ==
Action


None. An Acrobatics check is made as part of another action or as a reaction to a situation.
;Total Defense: If a player uses this they can add there Acrobatics Rank divided by 2 round up to there total AC bonus.
Special


If you have 3 or more 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.
;Feint: When a player attempts a Feint they can apply there Skill Rank die to the total.


If you have the Acrobatic feat, you get a +2 bonus on all Acrobatics checks. If you have 10 or more ranks in Acrobatics, the bonus increases to +4.
;Initiative Check: If a Player has to preform an Initiative Check against an NPC/Monster/Player and the conflicting action requires the fully body to move (I.E: not just an action that involves grabbing something quicker or anything that could benefit from 'Sleight of Hands' skill) then the Player can add there Acrobatics skill die to the check.

Latest revision as of 23:04, 22 October 2017

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.

This also adds a bonus to the Feint action and to the Total Defense Full Round action.

This skill has three distinct uses:

Obstructed Movement

There are multiple different things that can obstruct movement. Awkward Terrain, Narrow Surfaces/Uneven Ground, Occupied Spaces.

Difficult Terrain

Acrobatics Modifiers 10 + DC Modifier
Lightly Obstructed (gravel, sand) 2
Severely Obstructed (car, rubble) 5
Slightly Slippery (wet) 2
Severely Slippery (icy) 5
Slightly Sloped (<45°) 2
Severely Sloped (>45°) 5
Slightly Unsteady (boat in rough water) 2
Mildly Unsteady (boat in a storm) 5
Severely Unsteady (earthquake) 10
Move at full speed on narrow or uneven surfaces 10

Cross Narrow Surfaces/Uneven Ground

Table: Acrobatics DC's to Cross Narrow Surfaces
Surface Width Base Acrobatics DC
Greater than 3 feet wide 1
1–3 feet wide 5
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches wide 20


First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. 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.

Modifiers or Special Situations

Balancing Pole: Using a balancing pole while traversing a narrow surface grants a +1 circumstance bonus to the Acrobatics check.

Occupied Spaces

In order to cross an Occupied space that is occupied by someone other then a Friendly an Acrobatics check is used.

Table: Acrobatics DC's to move through Occupied Space
Occupied Space Base Acrobatics DC
Friendly +0
Neutral +10
Surprised Enemy +15
Aware Enemy Overrun Technique

Jumping and Falling

Table: Acrobatics DC's for Long Jumps
Long Jump Acrobatics DC
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet
Table: Acrobatics DC's for High Jumps
High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot


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).

Modifiers or Special Situations


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.)

Combat and etc...

Total Defense
If a player uses this they can add there Acrobatics Rank divided by 2 round up to there total AC bonus.
Feint
When a player attempts a Feint they can apply there Skill Rank die to the total.
Initiative Check
If a Player has to preform an Initiative Check against an NPC/Monster/Player and the conflicting action requires the fully body to move (I.E: not just an action that involves grabbing something quicker or anything that could benefit from 'Sleight of Hands' skill) then the Player can add there Acrobatics skill die to the check.