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Trained Only

Acrobatics (Dex; Armor Check Penalty)  [Source PRPG Core Rulebook pg. 87]

You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.

Check: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

TABLE: ACROBATICS DIFFICULTIES
DCTASK
5Eliminate initial 10' of falling damage
15Acrobatic maneuver
20Move from prone to standing as a free action
30Contort to fit through a tight space
Use Acrobatics to flip, dive, roll, tumble, and perform other acrobatic maneuvers, as well as keeping your balance under difficult circumstances.

BALANCING
TABLE: BALANCING DIFFICULTIES

DCEXAMPLE SURFACE
0A yard or wider*
5Wide ledge (1-3 ft.)
10Narrow ledge (less than 1 ft.)
15Balance beam
20Tightrope

* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below) increase the DC to 10 or higher.

CIRCUMSTANCE MODIFIERS
+DCCIRCUMSTANCE
+2Surface slightly slippery
+5Surface very slippery
+2Surface slightly uneven
+5Surface very uneven or angled
+5Move at your normal speed rank
+5Not vulnerable while balancing

You can keep your balance and move along a precarious surface at your ground speed minus 1 rank with a successful Acrobatics check against the surface’s DC. A degree of failure indicates you spend your move action just maintaining your balance and do not actually move, while two or more degrees of failure means you lose your balance and fall.

While balancing an acrobat loses their Dex to AC. But if the acrobat accepts a +5 increase to their Acrobatics DC, they may retain it.

If you fail a resistance check while balancing, make another immediate Acrobatics check against the original DC to avoid falling.

MANEUVERING
You can make Acrobatics checks for various acrobatic stunts, maneuvers, or backflips to jumping over an opponent (to get behind them), flipping up onto a ledge, tumbling through obstacles, and so forth. The GM sets the DC. Success means you accomplish the maneuver, while failure means you do not, and two or more degrees of failure usually means you slip and end up prone (and may suffer additional effects, depending on the stunt). A successful acrobatic maneuver may provide you a circumstance bonus on certain follow-up actions.

STANDING
You can make a DC 20 Acrobatics check to go from prone to standing as a free action rather than a move action. A failed check means you remain prone.

TUMBLING
An acrobat who falls from a height may make a DC 5 Acrobatic check to eliminates the first 10 feet of falling damage, converting it from non-lethal to no damage.  If the acrobat's intentional leap exceeds the DC by 10 the character to may avoid permanent damage from the next 10 feet 'fallen' converting it from lethal to nonlethal damage. [A character who slips from a ledge 30 feet up takes 3d6 damage. (2d6 of lethal 1d6 of nonlethal damage) If the same character had deliberately leaped and only made a DC 5 check, he would 2d6 points of lethal damage. And if the acrobat had intentionally lept down and the check exceeded DC 15, he would take only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

An acrobat with 3 ranks of Acrobatics may convert an additional 10 feet to the conversion from lethal to nonlethal IF she exceeds the roll exceeded the DC by another 10.  [If the same acrobat exceeded a DC 25 check would only take 1d6 of non-lethal damage.]

A fall reduced to no lethal damage means the character may roll to their feet as a free action. Otherwise, they are prone at the end of a fall.

THREATENED SQUARES
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

SituationBase Acrobatics DC*
Move through a threatened areaOpponent’s Combat Maneuver Defense
Move through an enemy’s space5 + opponent’s Combat Maneuver Defense
* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

DODGE and FIGHTING DEFENSIVELY
If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4. Increasing by +1 to fight defensively / +2 to total defense for every 6 Ranks acquired beyond 3.

*^ If you have the Acrobatic feat, you get a bonus on Acrobatics checks (see Feats).

UNCHAINED SIGNATURE SKILL
With sufficient ranks in Acrobatics, you earn the following.

5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You need not accept the standard +5 DC penalty to keep your Dexterity bonus against any standard check of DC 20 or less.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled.
With a successful DC 15 Acrobatics check, you may treat an unintentional fall as if you had chosen to leap, intentionally.  The conversion using a successful acrobatics check to eliminate damage isn't limited to a 30-foot precipice, you instead enjoy an open roll.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of any fall as long as you remain conscious

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