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srb:acrobatics

ACROBATICS DEX

You can keep your balance while traversing narrow or treacherous surfaces, escape from restraints, and tumble to avoid attacks.

Balance

As part of a move action, you can use Acrobatics to move across narrow surfaces and uneven ground without falling. A successful check allows you to move at half your land speed across such a surface. While balancing, you are flat-footed. If you fail the Acrobatics check to begin moving across a narrow surface or uneven ground, your move action ends at the point just before you’d need to begin balancing. If you fail the check while already balancing (having succeeded on a previous turn), you fall prone and the GM may rule that you start falling, depending on the type of surface you are moving across.

If you take damage while balancing, you must immediately attempt an Acrobatics check at the initial DC. On a success, you remain balancing (and can continue to move if it is your turn).

If you fail, you fall prone and, depending on the type of surface you are balancing upon, the GM can rule that you start falling.

You can’t take 20 on Acrobatics checks to balance.

The DCs for Acrobatics checks to balance are based on the width of the surface you are traversing, but can also be adjusted based on environmental circumstances such as slope and surface conditions. Such modifiers are cumulative; use all that apply.

SURFACE WIDTH DC

Greater than 3 feet(1m) wide* 0
3–1 feet(1m-30cm wide* 5
11–7 inches(29-16cm) wide 10
6–2 inches(15-5cm) wide 15
Less than 2 inches(5cm) wide 20

* No Acrobatics check is needed to move across these surfaces unless a DC modifier (see the table below) increases the DC to 10 or higher. Note that when not in combat of similar and trained in acrobatics the effective limit of not needing to roll is higher as you can do “take 10”s

CIRCUMSTANCE* DC MODIFIER

Slightly obstructed (gravel, sand) +2
Severely obstructed (cavern, rubble) +5
Slightly slippery (wet) +2
Severely slippery (icy) +5
Slightly sloped (<45 degrees) +2
Severely sloped (>45 degrees) +5
Slightly unsteady (rough spaceflight) +2
Moderately unsteady (jostled spacecraft) +5
Severely unsteady (earthquake) +10

* These circumstances apply to the balance and tumble tasks of Acrobatics and the jump task of Athletics.

Escape

You can use Acrobatics to escape from grapples, pins, and restraints. Attempting to escape from a grapple or pin takes one action. On a success, you free yourself from the grapple or pin and no longer have the grappled or pinned condition. The DC to escape a grapple or pin is typically 10 + the grappler’s Kinetic Armor Class.

Escaping from restraints can take 1 minute or more, depending on the type of restraint. The DC to escape from restraints is based on the nature of the restraints and sometimes the CR of the creature that did the binding (see the table below). You can take 20 on Acrobatics checks to escape from most restraints, but not on checks to escape grapples.

CIRCUMSTANCE DC

Grappled or pinned 10 + grappler’s KAC Restrained by bindings/rope 10+Binders success by Restrained by manacles 30

Tumble

As long as you do not have the encumbered or overburdened condition, you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them.

Tumbling is a move action, and you move at half speed. The DC to move through an opponent’s threatened area is 15 + 1.5 × the opponent’s CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first.

You can also tumble directly through an opponent’s space; the DC is 20 + 1.5 × the opponent’s CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity.

If you attempt to move through multiple threatened spaces or opponents’ spaces during the same round, you must succeed at a check for each space, and the DC of each check beyond the first increases by 2. For example, if you tumble through a space threatened by two CR 1 creatures and a CR 2 creature, the DC = 15 + 3 + 2 + 2 = 22. If you then tumble through the space of the CR 2 creature, the DC = 20 + 3 + 2 = 25.

In all of these cases, the DC is modified by the same environmental circumstances that apply to the balance task of Acrobatics. If you fail the check, you provoke attacks of opportunity as normal. If you want to move at full speed while tumbling, you take a –10 penalty to the check. You can use Acrobatics to tumble while prone, but you can move only 5 feet as a full action and take a –5 penalty to the check. Use the following base DCs for Acrobatics checks to tumble.

SITUATION DC*
Move through a threatened area 15 + 1-1/2 × opponent’s CR
Move through an enemy’s space 20 + 1-1/2 × opponent’s CR

* The DC increases by 2 for each additional threatened space or opponent’s space you move through in 1 round.

Note that enemies and automatic defense systems in wait to attack also count as threatened area, so you can use the tumbling checks above to avoid triggering such.

Ignore Falling Damage

For every 15 points of your Acrobatics check result, you can treat a fall as if it were 10 feet shorter than it really is when determining damage. A check result of 15-29 treats a fall as 10 feet shorter, 30-44 as 20 feet shorter, 45-59 as 30 feet shorter and so forth. You can use this special usage of the Acrobatics skill even if your speed has been reduced by weight load, etc.

Feint

As a standard action, you can use Acrobatics to feint in combat, enabling you to treat your opponent as flat-footed for your next attack against it before the end of your next turn. The DC of this check is equal to either 15 + your opponent’s total Perception skill bonus, or 20 + 1.5 × the opponent’s CR, whichever is greater. You can’t take 10 or take 20 on a Acrobatics check to feint.

Entertain

You can use Acrobatics as a performance skill by doing showy acrobatics.

srb/acrobatics.txt · Last modified: 2020/03/15 17:20 (external edit)