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{{d20r}} {{d20rSkills}} ==Acrobatics (Dex; Armor Check Penalty)== The Acrobatics skill can be used to balance on surfaces, escape from enclosures, or avoid blows. ===Balancing=== You can use Acrobatics walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows: The following are base DCs for balancing on thin surfaces: {|border=1px !Surface !!Balance DC |- |7-12 inches wide || 10 |- |2-6 inches wide || 12 |- |1-2 inches wide || 15 |- |Up to 1 inch wide || 20 |- |Hair-thin<sup>1</sup> || 25 |- |Liquid<sup>1, 2</sup> || 35 |- |Cloud<sup>1</sup> || 40 |} <sup>1</sup>You must be at least a journeyman in Acrobatics to use this function of this skill.<br> <sup>2</sup>Use this DC for any substantial, thin surface that wouldn't regularly bear the character's weight, such as a tree branch. The following are DC modifiers for balancing on thin surfaces: {|border=1px !Surface !!Balance DC |- |Lightly obstructed || +2 |- |Severely obstructed || +5 |- |Lightly slippery || +2 |- |Severely slippery || +5 |- |Sloped or angled || +2 |} The following are base DCs for running or charging. Failure by 4 or less means the character can't run or charge, but may otherwise act normally. {|border=1px !Difficult Surface !!Balance DC |- |Uneven flagstone || 10 |- |Hewn stone floor || 10 |- |Sloped or angled floor || 10 |} ====Being Attacked while Balancing==== You are considered flat-footed while balancing, since you can't move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you are a journeyman in Acrobatics, you aren't considered flat-footed while balancing. If you take damage while balancing and are not a journeyman in Acrobatics, you must make another Acrobatics check against the same DC to remain standing. ====Accelerated Movement==== You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Acrobatics checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Acrobatics check for each multiple of your speed (or fraction thereof) that you charge. ====Action==== None. An Acrobatics check used to balance doesn't require an action; it is made as part of another action or as a reaction to a situation. ===Escaping=== You can also use Acrobatics to move through tight spaces and escape grapples. ====Check==== The table below gives the DCs to escape various forms of restraints. {|border=1px !Restraint !!Acrobatics DC |- |Ropes || Binder's Survival check at +5 |- |Net || 12 |- |''Animate rope'', ''command plants'', ''control plants'', ''entangle'', or ''snare'' || Spell's DC |- |Tight space || 20 |- |Manacles || 25 |- |Masterwork manacles || 30 |- |Grappler || Grappler's grapple check result |} '''Ropes:''' Your Acrobatics check is opposed by the binder's Survival check. Since it's easier to tie someone up than to escape from being tied up, the binder gets a +5 bonus on his or her check. '''Manacles and Masterwork Manacles:''' The DC for manacles is set by their construction. '''Tight Space:''' The DC noted on the table is for getting through a space where your head fits but your shoulders don't. If the space is long you may need to make multiple checks. You can't get through a space that your head does not fit through. '''Grappler:''' You can make an Acrobatics check opposed by your enemy's grapple check to get out of a grapple or out of a pinned condition (so that you're only grappling). See the Grapple skill for details. ====Action==== Making an Acrobatics check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an ''animate rope'', ''command plants'', ''control plants'', or ''entangle'' spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is. ====Try Again==== Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed. ===Tumbling=== You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). You can't use this aspect of the Acrobatics skill if your speed has been reduced by armor, excess equipment, or loot. ====Check==== {|border=1px !Acrobatics DC !!Task |- |Enemy's attack of opportunity attack bonus plus 10 || Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). |- |Enemy's attack of opportunity attack bonus<sup>1</sup> || Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). |- |Enemy's attack of opportunity attack bonus minus your hero value<sup>2</sup>|| Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). |- |10 || Treat a fall as if it were 10 feet shorter than it really is when determining damage. |- |15 || Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the DC. |- | 20<sup>1</sup> || Treat a fall as if it were 20 feet shorter when determining damage. |- | 20<sup>1</sup> || Stand up from prone as a free action without provoking an attack of opportunity. |- | 30<sup>1</sup> || Treat a fall as if it were 30 feet shorter when determining damage. |- | 35<sup>2</sup> || Treat a fall as if it were 40 feet shorter when determining damage. |- | 35<sup>2</sup> || Tumble through a magically created wall (including a solid one like a ''wall of force'' without suffering its effects. |- | 40<sup>2</sup> || Ignore falling damage. |} <sup>1</sup> You must be a journeyman of acrobatics to use this function.<br> <sup>2</sup> You must be a master of acrobatics to use this function. Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The DC for any Acrobatics check made to tumble into such a square is modified as indicated below. {|border=1px !Surface Is... !!DC Modifier |- | Lightly obstructed (scree, light rubble, shallow bog<sup>1</sup>, undergrowth) || +2 |- | Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) || +5 |- | Lightly slippery (wet floor) || +2 |- | Severely slippery (ice sheet) || +5 |- | Sloped or angled || +2 |} ====Accelerated Tumbling==== You try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Acrobatics checks, you can move at your full speed instead of one-half your speed. ====Action==== Not applicable. Tumbling is part of movement, so an Acrobatics check made to tumble is part of a move action. ====Try Again==== Usually no. An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances, and enemies rarely give second chances. You can try to reduce damage from a fall as an instant reaction only once per fall.
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