Acrobatics

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ACROBATICS DEX, Athletics




You can flip, dive, roll, tumble, and perform other acrobatic maneuvers, and you’re also adept at keeping your balance under difficult circumstances. Check: Make an Acrobatics check (DC 25) to move through a space occupied by an opponent or obstacle (moving over, under, or around). A failed roll means you don’t get past the obstacle.

  • Balancing: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface as a move action. A failure indicates you spend your move action just keeping your balance and do not move. A failure by 5 or more means you fall. The difficulty varies with the conditions of the surface. While balancing, you lose your dodge bonus to Defense unless you have 5 or more ranks in Acrobatics. If you take damage while balancing, make an immediate Acrobatics check to avoid falling. Accelerated Movement: You can try to move faster than normal while balancing. You can move your full speed, but take a –5 penalty on your Acrobatics check. Moving twice your speed requires two checks, one for each move action.
TABLE 4.4: BALANCE
SurfaceDC
More than 12 in. wide5
7-12 in. wide10
2-6 in. wide15
Less than 2 in. wide20
Uneven or angled+5
Slippery+5
  • Jumping: You can make an Acrobatics check to extend the distance you can jump (see Jumping, page 34) by 1 foot per point your check exceeds DC 15.
  • Falling: You can make an Acrobatics check (DC 5) to lessen damage from a fall. Subtract the amount your roll exceeds the DC from the distance of a fall in feet before determining damage. So an Acrobatics check of 20 (15 more than the DC) reduces the effective distance of a fall by 15 feet. A fall reduced to 0 distance does no damage and you land on your feet. You can reduce knockback damage in the same way.
  • Avoiding Being Tripped: You can make an Acrobatics check in place of the Strength or Dexterity check to avoid a trip attack (see Trip, page 159). You cannot use Acrobatics to make trip attacks, however.
  • Instant Up: You can make an Acrobatics check (DC 20) to stand from a prone position as a free action rather than a move action.
  • Performance: You can use Acrobatics as a Perform skill to impress an audience.

Try Again: No.

Action: Free. If you actually move as part of your Acrobatics check, then it counts as part of your move action.

Special: The balancing aspects of Acrobatics can be used untrained.

Challenges: All of the following Challenges are appropriate for Acrobatics:

  • Accelerated Acrobatics: You can try to cross a precarious surface faster than normal. If you increase the Difficulty Class by 5, you can move your full speed as a move action. Moving twice your speed in a round requires the penalty plus two skill checks, one for each move action. You can also accept this penalty to charge across a precarious surface; this requires one skill check per multiple of your speed (or fraction thereof) that you charge.
  • Perfect Balance: In return for increasing the Difficulty Class by 5, you move with such grace and agility that you maintain your dodge bonus to defense while balancing.
  • Perilous Balance: You can shake or disturb the surface on which you are balancing (e.g., swaying on a tightrope). If your check succeeds after increasing the Difficulty Class by 5, you keep your balance and impose a +5 modifier on the Difficulty Classes of all Acrobatics checks that others must make on the surface until the next round.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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