Difference between revisions of "Acrobatics (4E)"

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=== Escape Artist ===
 
=== Escape Artist ===
  
Use Acrobatics to escape from restraints. The difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Athletics skill. Each attempt takes five minutes.
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Use Acrobatics to escape from restraints. The difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Athletics skill modifier +10. Each attempt takes five minutes.
  
 
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||Straightjacket, foot cuffs, hole as wide as your head but not your hips. Stocks. |||30
 
||Straightjacket, foot cuffs, hole as wide as your head but not your hips. Stocks. |||30
 
|-
 
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||Bonds custom-adjusted for you. |||40
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||Cuffs or bonds custom-made for you. |||40
 
|}
 
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Revision as of 13:47, 9 June 2009

4ED&D 4E
4th Edition Dungeons & Dragons

House rules

Climb

Make an Acrobatics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder.

Climb: Part of a move action.

  • See detailed rules in the Athletics skill description, Player's Handbook page 183.

Escape Artist

Use Acrobatics to escape from restraints. The difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Athletics skill modifier +10. Each attempt takes five minutes.

Restraint Difficulty
Simple handcuffs, hole wider than your shoulders but too narrow to crawl in. 10
Manacles, hole as wide as your hips but not your shoulders. 20
Straightjacket, foot cuffs, hole as wide as your head but not your hips. Stocks. 30
Cuffs or bonds custom-made for you. 40

Jump

Make an Acrobatics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.

Jump: Part of a move action.