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<blockquote data-quote="StreamOfTheSky" data-source="post: 6117302" data-attributes="member: 35909"><p>Ok! After some more thought, here are my revised rules for Acrobatics (note Jump has been moved to Athletics):</p><p>[sblock]<strong>Acrobatics</strong> (Dex; Armor Check Penalty)</p><p>You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, and roll, avoiding attacks and confusing your opponents.</p><p> </p><p><strong>Balance Check</strong>: 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 to Balance, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.</p><p></p><p><u>Surface Width..........................Base Acrobatics DC </u></p><p>Greater than 3 feet wide.......................... 0* </p><p>1–3 feet wide........................................ 5* </p><p>7–11 inches wide.................................. .10 </p><p>2–6 inches wide.................................... 15 </p><p>Less than 2 inches wide.......................... 20 </p><p>* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below) increase the DC to 10 or higher.</p><p></p><p><strong>Soften Fall Check</strong>: By making a DC 15 Acrobatics check to roll upon landing, you may treat a fall as if it were 10 feet shorter than it really is when determining damage. You treat a fall as another 10 ft shorter for every 15 points you exceed DC 15 by, up to negating falling damage completely.</p><p></p><p><strong>Tumble Check</strong>: You can move through a threatened square without provoking an attack of opportunity from an enemy by making an opposed Acrobatics check. When moving in this way, you move at half speed. You can move at full speed by accepting a -10 penalty on your check. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and you suffer a -5 penalty on the check. You can also attempt to move through an area occupied by a foe, in which case you suffer a -5 penalty on the check. If you attempt to move though an enemy's space and fail the opposed check, you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.</p><p></p><p><strong>Counter-Tumble Check</strong>: Whenever a foe you threaten and are aware of (not flatfooted against and able to see him) attempts to tumble to avoid your attack or opportunity or to move through your space, you resist his attempt with an opposed Acrobatics check (highest modifier wins ties). Success means you can take your attack of opportunity against the foe, and if he was attempting to move through your space, his movement is halted in front of you. If you have no attacks of opportunity remaining, you cannot attempt to counter someone tumbling through your threatened area, though you may still counter attempts to pass through your space.</p><p></p><p>Many conditions can affect your chances of success with Acrobatics checks. The following penalties apply to Acrobatics skill checks to Balance or Tumble, but not to Soften Fall or Counter Tumble. The modifiers stack with one another, but only the most severe modifier for any one condition applies.</p><p></p><p><u>Surface Is….................................................................................Check Penalty</u> </p><p>Lightly obstructed (scree, light rubble, shallow bog*, undergrowth)................... -2 </p><p>Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)...... -5 </p><p>Lightly slippery (wet floor).......................................................................... -2 </p><p>Severely slippery (ice sheet)....................................................................... -5 </p><p>Sloped or angled (> 45 degrees).................................................................. -2</p><p>Unsteady surface (boat in a storm)...............................................................-2</p><p>Severely unsteady surface (earthquake)........................................................-5</p><p>*Tumbling is impossible in a deep bog.</p><p></p><p><strong>Action</strong>: None. An Acrobatics check is made as part of another action or as a reaction to a situation.</p><p></p><p><strong>Special</strong>: 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.</p><p></p><p>If you have the Acrobatic feat, you get a bonus on Acrobatics checks (see Feats).[/sblock]</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 6117302, member: 35909"] Ok! After some more thought, here are my revised rules for Acrobatics (note Jump has been moved to Athletics): [sblock][b]Acrobatics[/b] (Dex; Armor Check Penalty) You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, and roll, avoiding attacks and confusing your opponents. [b]Balance Check[/b]: 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 to Balance, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone. [u]Surface Width..........................Base Acrobatics DC [/u] Greater than 3 feet wide.......................... 0* 1–3 feet wide........................................ 5* 7–11 inches wide.................................. .10 2–6 inches wide.................................... 15 Less than 2 inches wide.......................... 20 * No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below) increase the DC to 10 or higher. [b]Soften Fall Check[/b]: By making a DC 15 Acrobatics check to roll upon landing, you may treat a fall as if it were 10 feet shorter than it really is when determining damage. You treat a fall as another 10 ft shorter for every 15 points you exceed DC 15 by, up to negating falling damage completely. [b]Tumble Check[/b]: You can move through a threatened square without provoking an attack of opportunity from an enemy by making an opposed Acrobatics check. When moving in this way, you move at half speed. You can move at full speed by accepting a -10 penalty on your check. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and you suffer a -5 penalty on the check. You can also attempt to move through an area occupied by a foe, in which case you suffer a -5 penalty on the check. If you attempt to move though an enemy's space and fail the opposed check, you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. [b]Counter-Tumble Check[/b]: Whenever a foe you threaten and are aware of (not flatfooted against and able to see him) attempts to tumble to avoid your attack or opportunity or to move through your space, you resist his attempt with an opposed Acrobatics check (highest modifier wins ties). Success means you can take your attack of opportunity against the foe, and if he was attempting to move through your space, his movement is halted in front of you. If you have no attacks of opportunity remaining, you cannot attempt to counter someone tumbling through your threatened area, though you may still counter attempts to pass through your space. Many conditions can affect your chances of success with Acrobatics checks. The following penalties apply to Acrobatics skill checks to Balance or Tumble, but not to Soften Fall or Counter Tumble. The modifiers stack with one another, but only the most severe modifier for any one condition applies. [u]Surface Is….................................................................................Check Penalty[/u] Lightly obstructed (scree, light rubble, shallow bog*, undergrowth)................... -2 Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)...... -5 Lightly slippery (wet floor).......................................................................... -2 Severely slippery (ice sheet)....................................................................... -5 Sloped or angled (> 45 degrees).................................................................. -2 Unsteady surface (boat in a storm)...............................................................-2 Severely unsteady surface (earthquake)........................................................-5 *Tumbling is impossible in a deep bog. [b]Action[/b]: None. An Acrobatics check is made as part of another action or as a reaction to a situation. [b]Special[/b]: 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. If you have the Acrobatic feat, you get a bonus on Acrobatics checks (see Feats).[/sblock] [/QUOTE]
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