Ogre:CharacterCodex:Skills:Acrobatic

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Acrobatic[edit]

Acrobatics movement includes jumping, tumbling and balancing.

Jump[edit]

Ability Strength
Action Short
Armor Penalty Maneuver
Untrained Yes
Concentration No

Synergy: Tumble

Check: The DC and the distance you can cover vary according to the type of jump you are attempting.

Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -4 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.

Distance moved by jumping is counted against your normal maximum movement.

If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate).

Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).

If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don't clear the distance, but you can make a DC 10 Dexterity check to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a short action and a DC 15 Climb check.

High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.

If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a short action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)

Quadrupled creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

Creature Size Vertical Reach
Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine 1/2 ft.

Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.

Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.

If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.

Pole Vaulting: You can use a pole or pole weapon to enhance your jumps. When you jump while holding a pole or pole weapon you can add a +2 tools bonus to your jump check. A flexible pole can be used to enhance height, and a stiff pole can enhance horizontal distance. The pole must be approximately as long as you are tall but could be longer.

Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.

Total Failure: You fall. If there is something on which you can hold within reach, generally 5 feet, you can make a Dexterity check DC 10 to catch yourself with a penalty equal to your rotf. If the fall does not kill you, you are prone.

Feats[edit]

Pole Vaulting, Improved[edit]

When you jump while holding a pole or pole weapon you can add a +4 tools bonus to your jump check.
Specialist: When you jump while holding a pole or pole weapon you can add a +8 tools bonus to your jump check.
Expert: When you jump while holding a pole or pole weapon you can add a +16 tools bonus to your jump check.
Master: When you jump while holding a pole or pole weapon you can add a +32 tools bonus to your jump check.

Short Running start[edit]

Your run start before jumping is reduced to 15 feet.
Specialist: Your run start before jumping is reduced to 10 feet.
Expert: Your run start before jumping is reduced to 5 feet.
Master: Your do not need a run start before jumping.

Use speed[edit]

Modifiers based on speed now start at 25 feet.
Specialist: Modifiers based on speed now start at 20 feet.
Expert: Modifiers based on speed now start at 15 feet.
Master: Modifiers based on speed now start at 10 feet.


Tumble[edit]

Ability Strength
Action Short
Armor Penalty Maneuver
Untrained Yes
Concentration No

Synergy: Dodge, Jump

Description: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using a Perform skill).

Check: The DCs for various tasks involving the Tumble skill are given on the table below.

Tumble DC Task
15 Treat a fall as if it were 10 feet shorter than it really is when determining damage.
15 Tumble as part of a movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.
25 Tumble through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.

Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.

Surface Is . . . DC Modifier
Lightly obstructed (scree, light rubble, shallow bog 1 , 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 +2

Total Success: When landing softly from your fall, you remove an extra 10 foot from the fall per rank of Total Success.

Total Failure: You fall prone when trying to get pass an enemy. When landing softly from your fall, you get an extra dice of damage from the fall per 5 level of Total failure. When entertaining a crown, you are so bad that the attitude of the crown slide back one attitude category worst per 5 level of Total failure.

Action: Movement: Short Reduce Fall: Instantaneous Reaction Entertainment: Trying to earn money by tumbling in public requires anywhere from an evening's work to a full day's performance.

Try Again: Movement: Yes, but for each failure, you have a cumulative -4 penalty to your next Tumble check for the same move action. Reduce Fall: No Entertainment: Yes. Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. You suffer cumulative a -4 penalty for each retry.

Feats[edit]

Slow Fall[edit]

When within arm's reach of a wall, you can use it to slow your descent. You can remove 20 feet to any falls made near a wall on a successful Tumble check.
Specialist: You can remove 40 feet to any falls made near a wall on a successful Tumble check.
Expert: You can remove 80 feet to any falls made near a wall on a successful Tumble check.
Master: You can remove 160 feet to any falls made near a wall on a successful Tumble check.