Acrobatics
Attribute: Dexterity.
Acrobatics Terrain Conditions
The following terrain conditions incurs +1 disadvantage on all Acrobatics checks. Overlapping conditions stack disadvantages.
- Difficult
- Slippery
- Sloped
- Unsteady
Untrained Actions
Balance
Acrobatics can be used to traverse narrow or unever surfaces without falling, or remaining upright on unstable grounds. When you perform the move action, you can choose to make an Acrobatics check to balance throughout all movement in this action. While you balance, you move at half speed, and are considered to be flat-footed. You can move at full speed by choosing to increase the DC by 10, and you can remove the flat-footed condition by increasing the DC by 10 as well.
Table: Narrow Surface DC
Surface Width | Base Acrobatics DC |
---|---|
1-3 ft. or 1/2 sq. | 10 |
6 in. to 1 ft., or 1/4 sq. | 20 |
1-5 in. or 1/8 sq. | 30 |
Less than 1 inch or 1/16 sq. | 40 |
Escape
Tumble
When you perform the move action, you can choose to tumble in order to move through threatened squares without provoking from enemies, and even move through squares occupied by an opponent. The DC to move without provoking is equal to 10 + the opponent's attack bonus, while moving through their space is 20 + the opponent's attack bonus. You make one Acrobatics check at the start of your move action, and it is checked against each opponent that would be provoked individually. On failure, the opponent you failed against gets to make an opportunity attack against you. If you fail when trying to move through an opponent's space, your move action ends, and the opponent gets to make an opportunity attack against you. You move at half speed when you tumble, but you can choose to move at full speed by increasing the DC by 10.
Trained Actions
Disarm
Proficiency
Expert: You no longer provoke when attempting to disarm.
Reposition
Proficiency
Expert: You no longer provoke when attempting to reposition.
Trip
Proficiency
Expert: You no longer provoke when attempting to trip.
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