Acrobatics Fastplay

Acrobatics

DC Base: see subtasks
DC Modifier: +2 slightly obstructed (gravel, sand)
DC Modifier: +5 severely obstructed (cavern, rubble)
DC Modifier: +2 slightly slippery (wet)
DC Modifier: +5 severely slippery (icy)
DC Modifier: +2 slightly sloped (<45°)
DC Modifier: +5 severely sloped (>45°)
DC Modifier: +2 slightly unsteady (boat in rough water)
DC Modifier: +5 moderately unsteady (boat in a storm)
DC Modifier: +10 severely unsteady (earthquake)
Check Frequency: see subtasks
Check Frequency: when taking damage make another check at the same DC
Success: apply movement
Distance: per movement
Time: per movement

Balance

Restriction: you are flat-footed
DC Base: 0 (> 3 feet wide)
DC Base: 5 (1–3 feet wide)
DC Base: 10 (7–11 inches wide)
DC Base: 15 (2–6 inches wide)
DC Base: 20 (< 2 inches wide)
DC Modifier: +5 at full speed
Check Frequency: 1 per round
Failure: <=4 make DC 20 Reflex save to grab surface edge
Failure: >=5 you fall, take damage and land prone
Speeds: half, full

Tumble

Restriction: you cannot have medium or heavy encumbrance
Restriction: you cannot wear medium or heavy armor
DC Base: opponent's CMD when you move to a threatened space
DC Base: opponent's CMD when you move to enemy an occupied space
DC Modifier: +2 for each opponent square to be avoid in the same round
DC Modifier: +10 when moving at full speed
DC Modifier: +5 while prone
DC Modifier: +5 at full speed
Check Frequency: 1 per opponent
Failure: apply movement to threatened space; take AOO
Failure: stop movement to occupied square; take AOO
Speeds: half, full, prone (5 feet)
Time: full-round action when prone

Jump

Restriction: distance cannot exceed your maximum movement for the round
Restriction: surface quality modifiers apply only to the surface you are jumping from
Restriction: the +5 modifier for moving at full speed does not apply
DC Base: per type of jump (see subtasks)
Dice Modifier: +4 racial bonus per 10 feet of speed above 30 feet
Dice Modifier: -4 racial bonus per 10 feet of speed below 30 feet
Check Frequency: 1 per jump
Failure: <= 4 make DC 20 Reflex check to grab far edge or you fall, take damage and (?) land prone (?)
Failure: >=5 in a horizontal jump, you fall, take damage and land prone
Failure: >=5 in a vertical jump, you land prone
Distance: see subtasks
Speeds: full

Running Long/High Jump

Definition: running start >= 10 feet
DC Base: long jump horizontal distance
DC Base: high jump vertical distance x 4
Distance: die roll result in feet whether success or failure

Standing Long/High Jump

Definition: standing start <= 10 feet
DC Base: long jump horizontal distance x 2
DC Base: high jump vertical distance x 8
Distance: die roll result in feet whether success or failure
Distance: half die roll result in feet whether success or failure for a horizontal jump

Soften Fall

Restriction: your fall must be deliberate or as the result of a missed jump
Restriction: the +5 modifier for moving at full speed does not apply
DC Base: 15
Check Frequency: as the result of a fall
Success: you fall but subtract 10 feet from the falling distance, take damage and land prone
Failure: you fall, take damage and land prone

Final Notes

Bonus Out: Acrobatics (3 ranks) = +3 AC when fighting defensively (normally +2)
Bonus Out: Acrobatics (3 ranks) = +6 AC when total defense fighting (normally +4)
Bonus In: +2 Acrobatic (feat)
Bonus In: +4 Acrobatic (feat) + Acrobatics (10 ranks)
D20: Balance + Jump + Tumble

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