Acrobatics


Advice


Thanks to some magic items and Ki powers my character gets a +30 on acrobatics checks. I'm wondering how this translates into game mechanics. What sorts of things can you do with this? Is there any way to fail an acrobatics check? Does this mean I can avoid attacks of opportunity?

What sorts of things could you do if you rolled a 50 on an acrobatics check? And is there any point in putting more ranks in it going forward?

Liberty's Edge

Zeromage wrote:
Thanks to some magic items and Ki powers my character gets a +30 on acrobatics checks. I'm wondering how this translates into game mechanics. What sorts of things can you do with this?

Auto-succeed at balance under almost all circumstances while moving full speed, jump really far (long jumps of 35' and high jumps of 8' are easy, long jumps of 40' are doable, as are high jumps of 10'), avoid most attacks of opportunity from most things.

Zeromage wrote:
Is there any way to fail an acrobatics check?

Sure, have the DC higher than 31. Balancing on a 1 inch wide beam at a 70 degree slope in an earthquake at full speed is DC 40, for example.

Zeromage wrote:
Does this mean I can avoid attacks of opportunity?

Assuming the creature's CMB is 31 or less, sure. If it's 32+ you have some chance of failure.

Zeromage wrote:
What sorts of things could you do if you rolled a 50 on an acrobatics check?

Most of the stuff mentioned above, long jump 50 feet or high jump 12 feet, avoid almost all attacks of opportunity. Oh, and for the record: If you're a 10th level Ninja you can double all jumping distances, though whether a Ninja or not moving further than your speed is a potential problem (as it takes longer than a round).

Zeromage wrote:
And is there any point in putting more ranks in it going forward?

What level are you? CR 15+ monsters almost universally have CMDs in the 40s to 50s, so you'll definitely need more by then if you want to evade AoO.

Also, if you're counting Acrobatic Master, bear in mind that it costs 1 Ki Point to use, which is a limited resource that can also be used for an extra attack...so having good Acrobatics aside from that is a good call so you can use it as little as possible.


That bonus applies to anything you would normally make an acrobatics check for. A big use is getting further distance/height with jumps. Also balancing on narrow and slippery things. You can avoid some attacks of opprotunity, by making an acrobatics check vrs the CMD of the monster. This only blocks the attacks of opportunity provoked by movement, and you have to move at half speed (although you might be able to take the full speed penalty and still succeed just fine).

Still, plenty of reasons to keep boosting acrobatics, like:

Balor CMD 54, Ancient Red Dragon CMD 52, Tarrasque CMD 66.

Characters don't exist in vaccuums, and their stats rarely do either. What can be boosted can be penalized. Shaken, Sickened, Crushing Despair, Bestow Curse, lots of ways to have high bonuses chipped, shaved, or chopped away for a bit. Never hurts to have some extra padding, that way you aren't "the acrobat who put in just enough effort to do it, but couldn't if it got difficult" and are instead "the acrobat who could still do it while afraid, crippled by sorcery, cursed by the gods, and with an upset stomach to boot".

Scarab Sages

You need to beat an opponent's CMD in order to "tumble" through their threatened squares without provoking. This can increase by 5 for moving through their square instead, or 10 if you want to move at full speed instead of half. Each check can increase by 2 if you're trying to move past multiple enemies in the same turn.

As there are lots of monsters with CMD of 30+, you won't auto-succeed on all of them. Most, sure, but not all, especially if you want to move fast or through their squares.

That's really the only reason to keep increasing it. If you just want it for jumping/balancing, you should be fairly set.


Thanks a lot for the answers, guys. This was very helpful. What's the highest acrobatics bonus you guys have seen in a game, and what's the craziest thing you think it could accomplish?

Grand Lodge

What's your race?


Deadmanwalking wrote:


Also, if you're counting Acrobatic Master, bear in mind that it costs 1 Ki Point to use, which is a limited resource that can also be used for an extra attack...so having good Acrobatics aside from that is a good call so you can use it as little as possible.

Actually I never took acrobatics master because I thought my bonus was already so high it wasn't needed, but this discussion has definitely changed my mind.


blackbloodtroll wrote:
What's your race?

Human Ninja level 8.

Also, is there any resources outside of the core rulebook that would tell you what sorts of things you can do with certain rolls on acrobatics checks, or is that totally subjective in the hands of the GM?

Grand Lodge

If you are a Goblin, then you can basically ignore damage, with a high Acrobatics, and the Roll With It feat.

You can also nab it with the Racial Heritage(Goblin) feat.


blackbloodtroll wrote:

If you are a Goblin, then you can basically ignore damage, with a high Acrobatics, and the Roll With It feat.

You can also nab it with the Racial Heritage(Goblin) feat.

I just read it, and it's very cool feat, it might be worth going for that.

Grand Lodge

You can.

As a Human, you can nab the Racial Heritage feat, choose Goblin, then nab it.


Man..now I really want to play a goblin ninja.


Zeromage wrote:
blackbloodtroll wrote:

If you are a Goblin, then you can basically ignore damage, with a high Acrobatics, and the Roll With It feat.

You can also nab it with the Racial Heritage(Goblin) feat.

I just read it, and it's very cool feat, it might be worth going for that.

Seems interesting, although it has a lot of caveats. The movement might not be too much of a problem, since you can still charge while staggered (you'd need the stand up rogue talent to get up from prone as a free action, but hey, in for a dime, in for a dollar, right?) and this character is avoiding AoO anyway with that acrobatics score.

I am kind of sad it is an immediate action though. I kind of like the idea of a goblin getting tossed around, and then he gets bounced like a pin ball between various enemies as he passes by them and keeps on rolling with it.


Ask your DM if you can use some of the old Epic Skills from 3.5 for DC's from balance, jump, and tumble. For instance standing up from prone as a free action is DC 35, walking on water is DC 90.

Grand Lodge

You would think, with the Mythic rules, they would have some new listed DC for skills.

Seriously, why must we go to 3.5 Epic still?


While not wanting to repeat whats already been said, lets just keep to melee combat. Using Acrobatics to get into melee, attack, then move to another location near the target is well worth the effort. Using acrobatics to get into a space to allow for flanking would be good too. There are so many uses and situations where acrobatics can help, it would take too long to list them. Look for situations where you can use it and run with it.

Shoga


Check out Aerial assault - awesome concept, potentially impractical? for a build that gets >200. Someone posted an idea that could bump that to >300.

Orthos wrote:
I have a dwarf in desperate need of ground-to-air assault capability. >=)

/cevah

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