Acrobatics

Acrobatics is a Dexterity-based skill. You can move at normal speed across Difficult Terrain, keep your balance while walking on a narrow surface, take less damage from a fall, and get up from Prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or other gymnastic.
  • Special: You can't Take 10 or Take 20 on an Acrobatics check. If you are Trained in Dexterity-based Acrobatics, you gain a +5 dodge bonus to your Reflex Defense when Fighting Defensively.
  • The Armor check penalty applies to Acrobatics skills.

Common uses for the Acrobat skill

*Skill uses marked by * can only be attempted if trained in the skill.*

Balance

With a successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface. If the surface is slippery or unstable, the DC is further increased. A failed check means you fall Prone and may make another check to catch the ledge or wire before you fall. You are considered Flat-Footed while balancing, and thus you lose your Dexterity bonus to your Defenses -if any. (If you are Trained in Acrobatics, you aren't considered Flat-Footed while Balancing. If you take damage while balancing, you must immediately make another Acrobatics check to keep from falling.)

Crossing Difficult Terrain

With a successful Acrobatics check, you can move through Difficult Terrain at your normal Speed (the DC depends on the type of terrain you're attempting to move through).

*Backroll From Prone*

If you are Trained in Acrobatics and succeed at a check, you can get up from a Prone position as a Swift Action without provoking Attacks of Opportunity.

*Evasive Sprint*

While targeted by an Attack while Running or Sprinting you may make an Acrobatics check to not be Flat-Footed while Running or Sprinting.

*Fall Prone*

If you are Trained in Acrobatics and succeed at a check, you can drop to a Prone position as a Free Action.

*Reduce Falling Damage*

If you are Trained in Acrobatics and succeed at a check, you can treat a fall as if it was 10 feet shorter when determining Falling Damage. For every 10 points by which you beat this DC, you can subtract an additional 10 feet from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet. When falling great distances, you can attempt to use your Acrobatics skill to guide your descent. Make an Acrobatics check to land on a target near a square you would normally land in. You can adjust your target by 1 square for every 200 squares fallen.

*Tumble*

If you succeed in an Acrobatics check, you can Tumble through the Threatened Area or Fighting Space of an enemy as part of your Move Action without provoking an Attack of Opportunity. Each threatened or occupied square that you Tumble through counts as 2 squares of movement.

*Zero-Gravity Environments*

When crossing wide spaces or traversing congested areas, you may make an Acrobatics check (at no penalty) to arrive on target. As a Swift Action, you can make an Acrobatics check to lessen your attack roll and skill check penalty to -2 (instead of the normal -5).*

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