D20r:Acrobatics

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{{d20r}}
{{d20r}}
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{{d20rSkills}}
==Acrobatics (Dex; Armor Check Penalty)==
==Acrobatics (Dex; Armor Check Penalty)==
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|7-12 inches wide || 10
|7-12 inches wide || 10
|-
|-
-
|2-6 inches wide || 15
+
|2-6 inches wide || 12
|-
|-
-
|1-2 inches wide || 20
+
|1-2 inches wide || 15
|-
|-
-
|Up to 1 inch wide || 40
+
|Up to 1 inch wide || 20
|-
|-
-
|Hair-thin || 60
+
|Hair-thin<sup>1</sup> || 25
|-
|-
-
|Liquid<sup>1</sup> || 90
+
|Liquid<sup>1, 2</sup> || 35
|-
|-
-
|Cloud || 120
+
|Cloud<sup>1</sup> || 40
|}
|}
-
<sup>1</sup>Use this DC for any substantial, thin surface that wouldn't regularly bear the character's weight, such as a tree branch.
+
<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:
The following are DC modifiers for balancing on thin surfaces:
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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.
+
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.
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====Being Attacked while Balancing====
====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 have 5 or more ranks in Acrobatics, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Acrobatics check against the same DC to remain standing.
+
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====
====Accelerated Movement====
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====Action====
====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.
+
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===
===Escaping===
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The table below gives the DCs to escape various forms of restraints.
The table below gives the DCs to escape various forms of restraints.
{|border=1px
{|border=1px
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!Restraint !!Escape Artist DC
+
!Restraint !!Acrobatics DC
|-
|-
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|Ropes || Binder’s Survival check at +10
+
|Ropes || Binder's Survival check at +5
|-
|-
-
|Net, ''animate rope'' spell, ''command plants'' spell, ''control plants'' spell, or ''entangle'' spell || 20
+
|Net || 12
|-
|-
-
|''Snare'' spell || 23
+
|''Animate rope'', ''command plants'', ''control plants'', ''entangle'', or ''snare'' || Spell's DC
|-
|-
-
|Manacles || 30
+
|Tight space || 20
|-
|-
-
|Tight space || 30
+
|Manacles || 25
|-
|-
-
|Masterwork manacles || 35
+
|Masterwork manacles || 30
|-
|-
|Grappler || Grappler's grapple check result
|Grappler || Grappler's grapple check result
|}
|}
-
'''Ropes:''' Your Escape Artist 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 +10 bonus on his or her check.
+
'''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.
'''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.
+
'''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 Escape Artist 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).
+
'''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====
====Action====
-
Making an Escape Artist 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.
+
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====
====Try Again====
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====Check====
====Check====
{|border=1px
{|border=1px
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!Tumble DC !!Task
+
!Acrobatics DC !!Task
|-
|-
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|15 || Treat a fall as if it were 10 feet shorter than it really is when determining damage.
+
|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).
|-
|-
-
|15 || 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). Each additional enemy after the first adds +2 to the Tumble DC.
+
|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).
|-
|-
-
|25 || 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 Tumble DC.
+
|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).
|-
|-
-
| 30 || Treat a fall as if it were 20 feet shorter when determining damage.
+
|10 || Treat a fall as if it were 10 feet shorter than it really is when determining damage.
|-
|-
-
| 35 || Stand up from prone as a free action.
+
|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.
|-
|-
-
| 45 || Treat a fall as if it were 30 feet shorter when determining damage.
+
| 20<sup>1</sup> || Treat a fall as if it were 20 feet shorter when determining damage.
|-
|-
-
| 60 || Treat a fall as if it were 40 feet shorter when determining damage.
+
| 20<sup>1</sup> || Stand up from prone as a free action without provoking an attack of opportunity.
|-
|-
-
| 100 || Ignore falling damage.
+
| 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.
 +
|-
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| 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 Tumble check made to tumble into such a square is modified as indicated below.
+
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.
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====Accelerated Tumbling====
====Accelerated Tumbling====
-
You try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.
+
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====
====Action====
-
Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.
+
Not applicable. Tumbling is part of movement, so an Acrobatics check made to tumble is part of a move action.
====Try Again====
====Try Again====
-
Usually no. An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances.
+
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.
You can try to reduce damage from a fall as an instant reaction only once per fall.

Current revision as of 19:01, 19 September 2010

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