Acrobatics (Apath)
Unofficial rules compendium | |
|
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
- Climb
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 of falling gains a +5 bonus on falling stunts.
Note the optional 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.
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |