D20r:Acrobatics

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{{d20r}}
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{{d20rSkills}}
==Acrobatics (Dex; Armor Check Penalty)==
==Acrobatics (Dex; Armor Check Penalty)==
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====Action====
====Action====
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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
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!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.
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|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).
|-
|-
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|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).
|-
|-
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|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).
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|-
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| 30 || Treat a fall as if it were 20 feet shorter when determining damage.
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|10 || Treat a fall as if it were 10 feet shorter than it really is when determining damage.
|-
|-
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| 35 || Stand up from prone as a free action.
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|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.
|-
|-
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| 45 || Treat a fall as if it were 30 feet shorter when determining damage.
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| 20<sup>1</sup> || Treat a fall as if it were 20 feet shorter when determining damage.
|-
|-
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| 60 || Treat a fall as if it were 40 feet shorter when determining damage.
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| 20<sup>1</sup> || Stand up from prone as a free action without provoking an attack of opportunity.
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|-
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| 100 || Ignore falling damage.
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| 30<sup>1</sup> || Treat a fall as if it were 30 feet shorter when determining damage.
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|-
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| 35<sup>2</sup> || Treat a fall as if it were 40 feet shorter when determining damage.
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|-
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| 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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|-
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| 40<sup>2</sup> || Ignore falling damage.
|}
|}
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<sup>1</sup> You must be a journeyman of acrobatics to use this function.<br>
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<sup>2</sup> You must be a master of acrobatics to use this function.
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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.
{|border=1px
{|border=1px
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====Accelerated Tumbling====
====Accelerated Tumbling====
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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====
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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====
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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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