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==ACROBATICS== DEX, TRAINED ONLY You can flip, dive, roll, tumble, and perform other acrobatic maneuvers, and you’re also adept at keeping your balance under difficult circumstances. Check: Make an Acrobatics check (DC 25) to move through a space occupied by an opponent or obstacle (moving over, under, or around). A failed roll means you don’t get past the obstacle. • Balancing: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface as a move action. A failure indicates you spend your move action just keeping your balance and do not move. A failure by 5 or more means you fall. The difficulty varies with the conditions of the surface. {| !SURFACE !!DC |- |More than 12 in. wide ||5 |- |7-12 in. wide ||10 |- |2-6 in. wide ||15 |- |Less than 2 in. wide ||20 |- |Uneven or angled ||+5 |- |Slippery ||+5 |} While balancing, you lose your dodge bonus to Defense unless you have 5 or more ranks in Acrobatics. If you take damage while balancing, make an immediate Acrobatics check to avoid falling. • Accelerated Movement: You can try to move faster than normal while balancing. You can move your full speed, but take a –5 penalty on your Acrobatics check. Moving twice your speed requires two checks, one for each move action. Jumping: You can make an Acrobatics check to extend the distance you can jump (see Jumping, page 34) by 1 foot per point your check exceeds DC 15. • Falling: You can make an Acrobatics check (DC 5) to lessen damage from a fall. Subtract the amount your roll exceeds the DC from the distance of a fall in feet before determining damage. So an Acrobatics check of 20 (15 more than the DC) reduces the effective distance of a fall by 15 feet. A fall reduced to 0 distance does no damage and you land on your feet. You can reduce knockback damage in the same way (see Knockback, page 165). • Avoiding Being Tripped: You can make an Acrobatics check in place of the Strength or Dexterity check to avoid a trip attack (see Trip, page 159). You cannot use Acrobatics to make trip attacks, however. • Instant Up: You can make an Acrobatics check (DC 20) to stand from a prone position as a free action rather than a move action. Performance: You can use Acrobatics as a Perform skill to impress an audience (see Perform, page 52). Try Again: No. Action: Free. If you actually move as part of your Acrobatics check, then it counts as part of your move action. Special: The balancing aspects of Acrobatics can be used untrained.
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