Acrobatics

Acrobatics (Dex; Armour Check Penalty)

The Acrobatics skill offers control over ones movement in extreme circumstances. It covers balancing, jumping and tumbling maneuvers.

Balancing

Check: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for one round. A failure by four or less means you cannot move for one round. A failure by five or more means you fall. The difficulty varies with the surface, as follows:

Narrow Surface Modifiers

Surface DC Modifier1
Lightly obstructed +2
Severely obstructed +5
Lightly slippery +2
Severely slippery +5
Sloped or angled +2

1 Add the appropriate modifier to the Acrobatics DC of a narrow surface. These modifiers stack.

Being Attacked while Balancing: You cannot move to avoid a blow while balancing, so you cannot dodge an attack. You can, however, use your Parry Defence to defend yourself, though you cannot add your Strength bonus without putting yourself at risk. (If you parry an attack and use your Strength bonus, you must make another Acrobatics check against the same DC to remain standing.) You have no effective defence and can therefore be sneak attacked.

If you have five or more ranks in Acrobatics, you can dodge or parry while balancing and can use your Strength bonus to Parry Defence without risk. If you take damage while balancing, you must make another Acrobatics check against the same DC to remain standing.

Width/Condition Acrobatics DC2
Uneven flagstone 103
7–12 inches wide 10
Hewn stone floor 103
Sloped or angled floor 103
2–6 inches wide 15
Less than 2 inches wide 20

2 Add modifiers from Narrow Surface Modifiers, below, as appropriate.

3 Only if running or charging. Failure by four or less means the character cannot run or charge but may otherwise act normally.

Accelerated Movement: You can try to walk across a precarious surface more quickly than normal. If you accept a –5 penalty, you can move your full speed as a move action. Moving twice your speed in a round requires two Acrobatics checks, one for each move action used. You may also accept this penalty in order to charge across a precarious surface; charging requires one Acrobatics check for each multiple of your speed or fraction thereof that you charge.

Action: None. A Acrobatics check does not require an action; it is made as part of another action or as a reaction to a situation.

Special: If you have the Agile feat, you get a +2 bonus on Acrobatics checks.

Synergy: If you have five or more ranks in Acrobatics, you get a +2 bonus on Acrobatics checks.

Jump

Check: The DC and the distance you can cover vary according to the type of jump you are attempting.

Your Acrobatics check is modified by your speed. If your speed is 30 feet, no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

All Acrobatics DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. Distance moved by jumping is counted against your normal maximum movement in a round.

If you have ranks in Acrobatics and you succeed on a Acrobatics check, you land on your feet, when appropriate. If you attempt a Acrobatics check untrained, you land prone unless you beat the DC by five or more.

Long Jump: A long jump is a horizontal jump made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped in feet.

If your check succeeds, you land on your feet at the far end. If you fail the check by less than five, you do not clear the distance but you can make a DC 15 Reflex saving throw to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.

Long Jump Distance Jump DC4
5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
30 feet 30

4 Requires a 20-foot running start. Without a running start, double the DC.

High Jump: A high jump is a vertical leap to reach a ledge high above or to grasp something overhead. The DC is equal to four times the distance to be cleared.

If you jump up to grab something, a successful check indicates that you reach the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Acrobatics check, you do not reach the height and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

High Jump Distance5 Jump DC6
1 foot 4
2 feet 8
3 feet 12
4 feet 16
5 feet 20
6 feet 24
7 feet 28
8 feet 32

5 Not including vertical reach; see below.

6 Requires a 20-foot running start. Without a running start, double the DC.

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (the height the creature can reach without jumping) for an average creature of a given size is shown on the table below.

As a Medium-size creature, a typical human can reach eight feet without jumping.

Quadrupedal creatures do not have the same vertical reach as a bipedal creature. Treat them as being one size category smaller than they are.

Creature Size Vertical Reach
Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine 1/2 ft.

Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Acrobatics check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet and then hop up onto a table. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.

Jumping Down: If you intentionally jump from a height, you take less damage than when you accidentally fall. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.

If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.

Action: A Acrobatics check is included in your movement, so it is part of a move action. If you run out of movement midjump, your next action (on your next turn if necessary) must be a move action to complete the jump.

Special: Effects that increase your movement also increase your jumping distance since your check is modified by your speed.

If you have the Run feat, you get a +4 bonus on Acrobatics checks for any jumps made after a running start.

A Pict has a +2 racial bonus on Acrobatics checks because Picts are agile and athletic.

If you have the Acrobatic feat, you get a +2 bonus on Acrobatics checks.

Synergy: If you have five or more ranks in Acrobatics, you get a +2 bonus on Acrobatics checks. If you have five or more ranks in Acrobatics, you get a +2 bonus on Acrobatics checks.

Tumble

You cannot use this skill if your speed has been reduced by armour, excess equipment or loot.

Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience as though using the Perform skill. The DCs for various tasks involving the Acrobatics skill are given in the table below.

Acrobatics DC Task
15 Treat a fall as if it were 10 feet shorter than it really is when determining damage.
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 Acrobatics DC.
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 Acrobatics DC.

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 on these surfaces is modified as indicated.

Surface Is … DC Modifier
Lightly obstructed (scree, light rubble, shallow bog7, undergrowth) +2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5
Lightly slippery (wet floor) +2
Severely slippery (ice sheet) +5
Sloped or angled +2

7 Tumbling is impossible in a deep bog.

Accelerated Tumbling: 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: Tumbling is part of movement, so a Acrobatics check is part of a move action.

Try Again: An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction only once per fall.

Special: If you have five or more ranks in Acrobatics, you gain an additional +1 dodge bonus to Dodge Defence when fighting defensively, as well as the usual +2 bonus to Defence.

If you have five or more ranks in Acrobatics, you gain an additional +2 dodge bonus to Dodge Defence when executing the total defence standard action as well as the usual +4 bonus to Defence.

If you have the Acrobatic feat, you get a +2 bonus on Acrobatics checks.

Acrobatics

Hyborian Roads Astenodar