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| priority:skills:acrobatics [2026/04/10 03:52] – [Moving Through Threatened Squares] gilliam | priority:skills:acrobatics [2026/04/11 02:12] (current) – [Moving Through Threatened Squares] gilliam | ||
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| ==== Moving Through Threatened Squares ==== | ==== Moving Through Threatened Squares ==== | ||
| - | Secondly, 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 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 [[chargen: | + | Secondly, 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. If you attempt to move through an enemy’s space and fail the check, you lose the [[chargen: |
| === Table: Moving Through Threatened Areas === | === Table: Moving Through Threatened Areas === | ||
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| ==== Jumping and Falling ==== | ==== Jumping and Falling ==== | ||
| - | Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). | + | Third, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). |
| <WRAP group> | <WRAP group> | ||
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| ==== Escape Artist ==== | ==== Escape Artist ==== | ||
| - | Escape Artist is used to escape from bonds and grapples. Below is a table of common DCs for such actions, though you may encounter higher or lower DCs depending on the quality of the restraints (or restrainer) used against you. | + | Finally, Acrobatics can be used to escape from bonds and grapples. Below is a table of common DCs for such actions, though you may encounter higher or lower DCs depending on the quality of the restraints (or restrainer) used against you. |
| - | === Table: | + | === Table: |
| {{tablelayout? | {{tablelayout? | ||
| ^ Action | ^ Action | ||
