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Acrobatics

skill (dexterity)


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 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 difficulty is increased by at lease one “category” (increasing the DC from Hard to Very Difficult), or the check may be made at disadvantage, or both (GM Discretion)

Conditions
Surface is obstructed (gravel, sand, rubble)
Surface or grip is slippery with water or ice
Surface is inclined or declined
Slightly 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 WidthDifficulty
1 foot wide or widerEasy
6 inches wide or widerModerate
2-6 inches wideHard
0-2 inches wideVery Challenging


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

RestraintDifficulty
Rope/bindingsBinder's Rope Work
Net, Tangled vines, etcHard
Tight spaceVery Challenging
Metal CuffsNear 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 SizeDifficulty
2 sqft or moreEasy
6-12 inch circleModerate
3-6 inch circle, landing on a ropeHard
Less than 3 inch circleVery Difficult
Less than 1 inch cirlce, PinpointNear 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 ExampleDifficulty
SomersaultEasy
Handstand, Cartwheel, AerialModerate
Flips, Swinging on bars, high landings, leaping up from proneHard
Long combinations of flips, complex parkourVery Challenging
Cinematic action sequences, dodging arrowsNear Impossible
wiki/acrobatics.1442541062.txt.gz · Last modified: 2015/09/17 21:51 by caleymccready