====== Acrobatics ====== === skill (dexterity)=== ~~TOC~~ \\ Acrobatics deals with balancing, twisting, tumbling, precision jumping, and escaping bindings. It can be used for any physical, moving action that requires skill. This skill family is solely dependent on your physical [[wiki:abilities#Dexterity]]. Below are some common uses and their associated difficulties \\ ==== Condtions ==== When attempting to make an acrobatics check, if any of the conditions in the table below exist, the check should be made at [[combat#advantage|disadvantage]], or increase the difficulty by one, depending on the severity (GM Discretion) ^Conditions^ |Surface is obstructed (gravel, sand, rubble)| |Surface or grip is slippery with water or ice| |Surface is severely inclined or declined| |The surface is unsteady, such as a boat in rough water)| |Target location is moving| |Moving at your full speed while using Acrobatics| \\ ==== Balancing ==== You can use Acrobatics to move (or balance) on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces — only one check is needed per round. If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone. Below are examples of balancing difficulties ^Surface Width^Difficulty^ |6 inches wide or wider|Easy| |2-6 inches wide|Moderate| |0-2 inches wide|Hard| \\ ==== Escape bindings ==== Using deft movements and mysterious methods, you are able to free yourself from bindings or tight spots. This action //does not involve// lock picking or breaking the bonds by strength ^Restraint^Difficulty^ |Rope/bindings|Contested by binder's [[wiki:wilderness survival#Rope Work|Rope Work]]| |Net, Tangled vines, etc|Moderate| |Tight space|Moderate| |Metal Cuffs|Near Impossible| **Action**: Standard Action\\ **Try Again**: Yes \\ ==== Jumping (precision) ==== Jumping (Precision) is a separate skill from Jumping (Athletics) and relates to the skillful leaping and placement of your feet or other appendages in exact places, either to gain leverage or to avoid treacherous terrain. Precision jumping applies any time you are attempting something other than a straightforward jump, or to land on a target area more specific than a five foot square If making a precision jump of a distance up to five feet, you may simply make a Precision Jump check. Jumps over 5 feet that require a precise landing must be accompanied first by an Athletics Jump check to ensure that you are capable of making the distance ^Target Size^Difficulty^ |3 foot circle or more|Easy| |6 inch to 3 foot circle|Moderate| |2-6 inch circle, landing on a rope|Hard| |Less than 1 inch circle|Near Impossible| Notes: Circle measurements are diameters **Action**: Jumping is always a part of a move action or as a reaction\\ **Try Again**: No \\ ==== Tumbling ==== This covers general acrobatic endeavors from somersaults to aerials, or any other maneuver your player might dream up ^Manuever Example^Difficulty^ |Somersault, Cartwheel|Easy| |Handstand, Aerial, Flips, Swinging on bars, leaping up from prone|Moderate| |High landings, Long combinations of flips, complex parkour|Hard| |Cinematic action sequences, dodging arrows|Near Impossible|