Acrobatics (skill)

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ACROBATICS DEX




You can flip, dive, roll, tumble, contort, and perform other acrobatic maneuvers, and you’re also adept at keeping your balance under difficult circumstances.

Contents

Use

Tumble

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 3.6: 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

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.

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.

Escape Artist

You can use Acrobatics to squeeze through tight spaces.

TABLE 3.7: RESTRAINTS
ManeuverDC
RopesOpponent's Check +10
Tight space30

Tight Spaces

For a tight space, a check is only called for if your head fits but your shoulders don’t. If the space is longer than your height, such as in an airshaft, the GM may call for multiple checks. You can’t fit through a space your head doesn’t fit through. You can also reach through a tight space your hand fits through but your arm normally does not by making an Acrobatics check.

Avoiding Combat Advantage

You can make an Acrobatics check as your opposed Maneuver check to avoid or escape being grabbed, or to avoid being tripped. Doing so is one action.

Try Again

No for most checks. Yes to escape from grapple.

Action

Free. If you actually move as part of your Acrobatics check, then it counts as part of your move action. Making a check to escape from ropes or other restraints requires one minute. Escaping a grapple is one action. Escaping a snare takes two actions. Squeezing or reaching through a tight space takes at least one minute, maybe longer, depending on the distance.

Special

You can take 10 on an Acrobatics check. You can take 20 if you are not actively opposed, such as when being grappled.

Extended

A few specific situations might call for an extended Escape Artist check. An obvious example is a long, narrow passage only wide enough to let a character wiggle through. In this case, each successful roll represents navigating a portion of the passage, and a failed roll means the character is stuck for a moment. Escaping from involved restraints (such as being bound in a straitjacket and chains, upside-down in a tank rapidly filling with water) may also be an extended check.

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 at one 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.

Conceal Efforts

In exchange for a +5 to the DC, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Perception check with a Difficulty Class equal to your Acrobatics check result. If the Perception check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds seemingly intact so a villain doesn’t realize that you’re actually free.

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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