Acrobatics
Dexterity
Use this skill to balance, stay upright while moving through treacherous terrain, and perform stunts. As a general rule, characters cannot make multiple attempts at tasks using this skill.
Example Tasks
Task | DC |
---|
Dismount/mount an animal without using movement | |
[indent]- At a gallop0[/indent] | 25 |
- At a trot0 | 20 |
- At a walk0 | 15 |
- While stationary0 | 10 |
Entertain an audience | |
- Audience is a group of commoners1 | Special |
- Audience is a group of mixed backgrounds2 | Special |
- Audience is a group of royalty3 | Special |
Move through combat as a move action without provoking attacks of opportunity | |
- Up to 10'4 | 15 |
- 11-20’4 | 20 |
- 21’ or more4 | 25 |
- Up to 10’ passing through an enemy’s occupied space, not classifying the enemy’s space as difficult terrain5 | 20 |
- 11-20’ passing through an enemy’s occupied space, not classifying the enemy’s space as difficult terrain5 | 25 |
- 21’ or more passing through an enemy’s occupied space, not classifying the enemy’s space as difficult terrain5 | 30 |
Stand from prone without using movement | |
- In a square the character occupies6 | 15 |
- In a square adjacent to a square the character occupies7 | 20 |
Stay Upright | |
- On a ship in calm seas | 5 |
- On a ship in rough seas | 10 |
- On a ship in stormy seas | 15 |
- In an earthquake | 15 |
- In wind 0-50mph | 5 |
- In wind 51-75mph | 10 |
- In wind 76-100mph | 15 |
- In wind 101mph or more | 20 |
Walk on a narrow beam or ledge | |
- 12-7” wide8 | 10 |
- 6-2” wide8 | 15 |
- 2” or less wide8 | 20 |
0 Failure uses ½ a character’s movement for 1 round, characters in heavy armor make this check at disadvantage.
1 The check result is the amount of cp earned.
2 The check result is multiplied by 2 for the amount of cp earned.
3 The check result is multiplied by 3 for the amount of cp earned.
4 Failure allows the movement but the movement provokes attacks of opportunity.
5 Failure stops the movement on a square adjacent to the enemy where an attack of opportunity is provoked and the character falls prone.
6 Failure uses ½ the character’s movement for 1 round.
7 Failure uses all the character’s movement for 1 round.
8 Failure by 4 or less means the character cannot move, failure by 5 or more means the character falls, if the surface is slippery or the character is in heavy armor this check is made at disadvantage.
Special: This check represents 1 day’s performance.