Acrobatics

From Legend Wiki
Jump to: navigation, search

Acrobatics (Dex)

Acrobatics is your character’s ability to jump, tumble, and roll around or over obstacles. This includes obstacles that want to stab you. For purposes of dealing with environmental hazards, one Acrobatics check should generally be enough unless something happens to increase the difficulty of that check; for purposes of combat, one check should generally be needed for each [Round] in which you attempt to use a function of the Acrobatics skill.

Moving Through Threatened Areas

If you wish to avoid provoking attacks of opportunity from moving through a creature’s threatened area, you may make an Acrobatics check (DC equal to 10 + your opponent’s BAB + your opponent’s KOM) when you enter its threatened area. This DC is increased by 10 for areas within that opponent’s occupied square(s). Success means you do not provoke an attack of opportunity; failure means you provoke an attack of opportunity but can still move normally (aside from any consequences of the attack).

Moving Through Occupied Squares

As part of a move action, you may make an Acrobatics check (DC equal to 15 + your opponent’s BAB + your opponent’s [[KOM]) to enter a square occupied by an opponent who can target you with melee attacks. This does not allow you to end movement in that square.

Surprising an Opponent

As part of a move action, you can make an Acrobatics check with a DC equal to the Armor Class of an opponent within [Long] range (as per normal partial move actions, if you move with your move action, you halve your movement speed for that movement). If you succeed, your opponent loses track of you and is [Flat-footed] against any attacks you make on your turn. If you attempted to avoid provoking an attack of opportunity as part of the same move action, don’t make two Acrobatics checks – compare the same check to each DC and determine the results separately.

Balancing

If you would suffer a Trivial Fall, Hazardous Fall, or Dramatic Plunge, you may make a Balance check instead, with a DC chosen by the GM that corresponds to a surface or object that you can use to keep from falling. If you succeed, you do not suffer that fall. Instead, you become able to stand on the surface or object as if on solid ground until you suffer another Trivial Fall, Hazardous Fall, or Dramatic Plunge (you do not lose the [Flying] condition from this). A few representative objects, with appropriate DCs, follow:

  • DC 10: Slick floor in a grocery store. The kind that require signs so people don’t slip and hurt themselves. Alternatively, an oil slick on a road.
  • DC 15: Icy rock.
  • DC 20: Rain-slick precipice of darkness or an inch-thick tree branch.
  • DC 25: The point of a spear (obviously, without being impaled). This cannot get you unstabbed if someone successfully attacks you.
  • DC 30: The grains of sand in a desert storm.
  • DC 35: Clouds.

Jumping

Once per [Round], you may make an Acrobatics skill check to jump over an obstacle or jump high into the air.

  • DC 10: Cross a fast stream without getting your boots wet.
  • DC 15: Jump from one roof to another with a narrow alley separating them.
  • DC 20: Jump from one roof to another, across a street. Alternatively, vault an ogre-proof fence.
  • DC 25: Leap onto the back of a charging war elephant. You gain the Fly movement mode for one [Round] (You may immediately use a free action to lift off, gaining the [Flying] condition.). At the beginning of your turn, if you are [Flying] and do not possess the Fly movement mode, you suffer a Trivial Fall, Hazardous Fall, or Dramatic Plunge, as determined by the GM. You may not make a new Acrobatics check to continue your flight without something to jump from.
  • DC 30: Leap onto a flying skeletal dragon to confront the lich riding it. Ideally, have some way to get back down in an emergency. You gain the Fly movement mode for two [Rounds]. (You may immediately use a free action to lift off, gaining the [Flying] condition.) At the beginning of your turn, if you are [Flying] and do not possess the Fly movement mode, you suffer a Trivial Fall, Hazardous Fall, or Dramatic Plunge, as determined by the GM.
  • DC 35: "Neo’s doing his Superman thing again." You gain the Fly movement mode for three [Rounds]. (You may immediately use a free action to lift off, gaining the [Flying] condition.) At the beginning of your turn, if you are [Flying] and do not possess the Fly movement mode, you suffer a Trivial Fall, Hazardous Fall, or Dramatic Plunge, as determined by the GM.