Revision [1150]
This is an old revision of MMAcrobatics made by GilbertoLeon on 2010-09-05 14:35:11.
Acrobatics (Dex, Trained Only)
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.
Surface | DC |
More than 12 in. wide | 5 |
7-12 in. wide | 10 |
2-6 in. wide | 15 |
Less than 2 in. wide | 20 |
Uneven or angled | +5 |
Slippery | +5 |
- 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.
- 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 (see Knockback, page 165).
- 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 an Expertise 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.
MMSkills