Difference between revisions of "Acrobatics (Apath)"
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− | ====Falling | + | === Movement-Related Stunts === |
+ | A creature can use Acrobatics to avoid attacks of opportunity on movement-related stunts that normally cause attacks of opportunity, but which are not strictly entering new squares. This includes the following actions: | ||
+ | |||
+ | * Stand up from prone | ||
+ | * Crawl one square while prone | ||
+ | |||
+ | ===Falling=== | ||
Acrobatics skill can reduce falling damage by more than 1d6; each multiple of 15 on the Acrobatics roll removes another die of falling damage. Mitigating all falling damage this way allows you to land without falling prone. | Acrobatics skill can reduce falling damage by more than 1d6; each multiple of 15 on the Acrobatics roll removes another die of falling damage. Mitigating all falling damage this way allows you to land without falling prone. | ||
+ | |||
+ | A character that deliberately makes a downward jump instead reduces falling damage by one increment for every 10 points on the Acrobatics roll and can use any Jump modifiers he may have on the roll to reduce damage. | ||
+ | |||
+ | Note the optional [[Rules_(Apath)#Falling_Damage Falling Damage by Size]] rules. | ||
+ | |||
+ | === Assisted Movement === | ||
+ | If you can use the environment or some clever stunt or contraption to assist your Acrobatics maneuver, the DC is generally half normal. Such assistance includes swinging on ropes, rappelling, pole vaulting, and similar tricks. | ||
==== Swinging ==== | ==== Swinging ==== | ||
The jump skill is used to swing on ropes, which is particularly useful on a sailing ship or in a jungle full of vines. This is a jump stunt with half the normal difficulty. You can also move an equal distance downwards without penalty while doing this. If you start in an elevated position, you ignore the lack of a running start. | The jump skill is used to swing on ropes, which is particularly useful on a sailing ship or in a jungle full of vines. This is a jump stunt with half the normal difficulty. You can also move an equal distance downwards without penalty while doing this. If you start in an elevated position, you ignore the lack of a running start. |
Revision as of 13:39, 3 December 2012
Unofficial rules compendium | |
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Movement-Related Stunts
A creature can use Acrobatics to avoid attacks of opportunity on movement-related stunts that normally cause attacks of opportunity, but which are not strictly entering new squares. This includes the following actions:
- Stand up from prone
- Crawl one square while prone
Falling
Acrobatics skill can reduce falling damage by more than 1d6; each multiple of 15 on the Acrobatics roll removes another die of falling damage. Mitigating all falling damage this way allows you to land without falling prone.
A character that deliberately makes a downward jump instead reduces falling damage by one increment for every 10 points on the Acrobatics roll and can use any Jump modifiers he may have on the roll to reduce damage.
Note the optional Rules_(Apath)#Falling_Damage Falling Damage by Size rules.
Assisted Movement
If you can use the environment or some clever stunt or contraption to assist your Acrobatics maneuver, the DC is generally half normal. Such assistance includes swinging on ropes, rappelling, pole vaulting, and similar tricks.
Swinging
The jump skill is used to swing on ropes, which is particularly useful on a sailing ship or in a jungle full of vines. This is a jump stunt with half the normal difficulty. You can also move an equal distance downwards without penalty while doing this. If you start in an elevated position, you ignore the lack of a running start.