Acrobatics

Key Ability: Dexterity

Acrobatics allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you.

Run Over Difficult Surface

You must succeed at an acrobatics check to run or charge over obstructed or uneven surfaces, though you may take double moves without making this check. The DC to charge or run over an uneven or sloped floor is 8, and you suffer a penalty to your check based on the conditions of the surface (see below).

Surface Conditions DC Example
Light Obstruction 10 Uneven flagstone, hewn stone floor
Severe Obstruction 13 Upturned bar tables, battlefield fortifications
Slightly Slippery 10 Frozen ice, thin patch of water
Very Slippery 13 Melting ice, oil on thin patch of water
Strongly Angled Surface 10 10 to 30 degree incline
Slightly Sloped Surface 13 30 to 45 degree incline; speed is reduced by half on these surfaces
Strongly Sloped Surface Surfaces at a greater than 45 degree incline must be climbed
Cross Breeze 10 High wire in a 10 mph breeze
Cross Wind 13 High wire in a 30 mph breeze
Cross Gusts 18 High wire in a 50 mph breeze

If you succeed at the skill check, you may run or charge over the surface without issue. If you fail, you may run or charge up to the difficult surface, but you stop after the first space. This ends your current move action, but you may spend remaining actions this round normally. If you fail the check by more than 5, You fall prone in the first difficult square you reach. This ends your current move action, but you may spend remaining actions this round normally.

Cross Narrow Surface

As a move action, you can make an acrobatics check to cross narrow, precarious surfaces. The DC for this check is determined by the surface width, as indicated in the table above, and you suffer a penalty to your check based on the conditions of the surface. Please see the check results below for the actions required to cross the surface.

While moving on a precarious surface you are flat-footed. If you take damage exceeding your acrobatics ranks while moving or standing on a narrow surface you must immediately make a new balance check against the surface’s DC. Unlike the standard check, if you do not succeed on this check by matching or exceeding the DC you fall immediately in the space you took the damage. Additionally, taking any damage while crossing a narrow surface ends your movement in the space where you were damaged, whether you pass the check or not.

Note: While it is possible to charge across a narrow surface, it is difficult since you must declare a charge action before you begin your movement. Taking a charge action requires two successful acrobatics checks (or one really good one) because you need to make a check per movement action, and minor successes may not grant you the distance you need to reach your target. If you declare a charge action but fail to reach your target, you still suffer the -2 AC penalty (unless you fell down, in which case you take the prone penalty instead).

Narrow Surface Base DC
12” – 6” for most small & medium characters 5
6” – 2” for most small & medium characters 10
2” – 1” for most small & medium characters 15
1” – ½” for most small & medium characters 20
Less than ½” for most small & medium characters 25
Size Modifiers
Every size catagory above Medium +5
Every size catagory below Small -5
Narrow Surface Base DC
12” – 6” for most small & medium characters 5
6” – 2” for most small & medium characters 10
2” – 1” for most small & medium characters 15
1” – ½” for most small & medium characters 20
Less than ½” for most small & medium characters 25
Size Modifiers
Every size catagory above Medium +5
Every size catagory below Small -5

If you succeed at the skill check, you may take a single move action to cross the surface at half speed. You must make an additional check for any further move actions to cross the surface. If you exceed the DC by more than 5, you may take a single move action to cross the surface at full speed. If you exceed the DC by more than 10, You may take a Run action to cross the surface, or may take two move actions at full speed without making additional checks.

If you fail the skill check, you are unable to find footing, and your move action ends immediately before you would have entered the narrow area. If you are already in the area, you make no progress. If you made this check in response to taking damage in excess of your acrobatics ranks, treat this result as if you had rolled the worse result below. If you fail the roll by more than 5, You slip and fall in the first space of the narrow area you enter, falling off of the surface and landing prone on the ground beneath it. You suffer damage from falling if applicable.

Skill Rank Abilities

Rank 2 Ability

Ability Name DC Description Success Failure
Reduce Fall Damage 10 If you succeed on an acrobatics check, you treat your fall as if it were shorter than it was. The exact decrease in fall height is determined by your check result. Treat your fall as if it were 10’ shorter. If you exceed the DC by more than 5, treat your fall as if it were 20’ shorter. If you exceed the DC by more than 10, treat your fall as if it were 30’ shorter. You do not reduce damage from the fall.

Rank 4 Ability

Ability Name DC Description Success Failure
Tumble Around Opponents 10 + the opponent’s Base Attack Bonus, +2 for each prior opponent attempted this round. This ability allows you to move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity, You suffer a penalty to your check based on the conditions of the surface (see above). For the remainder of this round you may move through spaces threatened by this opponent as if they were difficult terrain. This movement does not provoke attacks of opportunity from this opponent, though you do still provoke attacks of opportunity if you choose to move at your full speed through their threatened area or if you move into the space that they occupy. If you exceed the DC by more than 5, you may move through spaces threatened by this opponent as if they were clear spaces. None of this movement provokes attacks of opportunity from this opponent. If you exceed the DC by more than 10, you may move through spaces threatened or occupied by this opponent as if they were clear spaces. None of this movement provokes attacks of opportunity from this opponent. Any movement will provoke attacks of opportunity as normal. If you fail the check by more than 5, the opponents gain a +3 bonus to attacks of opportunity made against you.

Rank 6 Ability

Ability Name DC Description
Competent Balancer You are no longer flatfooted when balancing on a narrow surface. You must still make a check when you take damage while crossing a perilous surface, but you suffer much less from these interruptions. You must still make a check when you take damage while balancing, but you may continue your movement afterwards if you you succeed on the check. If you fail this check by 5 or less, you end your movement where you were damaged but do not fall. If you fail the check by more than 5 points you fall from the space where you were injured.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License