D20r:Acrobatics

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(Check)
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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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====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.
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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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!Acrobatics DC !!Task
!Acrobatics DC !!Task
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|-
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|Enemy's attack of opportunity attack bonus +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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|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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|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<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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|-
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|Enemy's attack of opportunity attack bonus -10<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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|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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|10 || Treat a fall as if it were 10 feet shorter than it really is when determining damage.
|10 || Treat a fall as if it were 10 feet shorter than it really is when determining damage.
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| 20<sup>1</sup> || Treat a fall as if it were 20 feet shorter when determining damage.
| 20<sup>1</sup> || Treat a fall as if it were 20 feet shorter when determining damage.
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|-
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| 20<sup>1</sup> || Stand up from prone as a free action.
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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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| 30<sup>1</sup> || Treat a fall as if it were 30 feet shorter when determining damage.
| 30<sup>1</sup> || Treat a fall as if it were 30 feet shorter when determining damage.
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| 35<sup>2</sup> || Treat a fall as if it were 40 feet shorter when determining damage.
| 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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| 40<sup>2</sup> || Ignore falling damage.
| 40<sup>2</sup> || Ignore falling damage.
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|}
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<sup>1</sup> You must be a journeyman of acrobatics to use this function.
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<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.
<sup>2</sup> You must be a master of acrobatics to use this function.

Current revision as of 19:01, 19 September 2010

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