| Better_with_Bacon |
Greetings Fellow Gamers,
Say you have a character with a high skill modifier in acrobatics. Are there any rules that dictate how you can move? I know that you are limited to 1/2 speed as a move action, but:
Can I use two move-actions to move my full speed? Assuming I have a 30-ft speed, and say here is a 20-ft gap, and I move 10-ft to get a running start and make my DC20 acrobatics check, I would land safely on the other side, right?
Same scenario, but the pit blocks an entire hallway, can I say I do a quick 'ninja-run' on an adjacent wall to get over the pit?
Say I am standing on a table and there are a bunch of enemies between me and my objective; could I use my Acrobatics skill to dash through the crowd by stepping on shoulders, heads, upturned shields, etc (assuming the rules for passing through threatened/occupied squares were being used to determine DC and consequences for failure)
I'm dueling with an enemy, I use acrobatics to baseball slide through his legs and pop up behind him, (using the rules for passing through an opponent's space) to allow the rogue easier access to flanking.
If I am trying to charge someone, and there is a 5-ft pit between us, can I use my acrobatics to hop over the pit without hindering my charge? (Assuming A: straight line, and B: I succeed my acrobatics check.
Could I jump from a ledge 20-ft up, and use acrobatics to lessen the damage from the fall, and still get the benefit for charging? If I were a monk, could I count 'landing' on the target as my unarmed strike/charge?
Thank you for your time and inputs.
Very Respectfully,
--Bacon
Drannor Hawksley
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As near as I can tell, the half speed applies to moving across narrow surfaces only:
"Check: 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."
There is no mention of moving at half speed for things like long jump, high jump or moving through threatened squares.
But let's say the gap you are trying to cross is larger than a single move action, acrobatics reads:
"No jump can allow you to exceed your maximum movement for the round."
I would say that your maximum movement means a double move action in one round, but good luck with a long jump that long!
Running along walls is more of a climb check, and there are actual ninja tricks for things like this. If you would like to give a longjump fluff by explaining it as a prince of persia move, I don't see why not though.
Running along the heads and tables of everyone in the room also sounds more like a fluff thing, if you pass the acrobatics DC for moving so many threatened squares, you can leave it up to your DM to explain it as such. If you wanted to not use fluff, this I think would be more like moving along narrow surfaces, so the half movement would apply here.
Sliding between someone's legs to get behind them is a legitimate way to pass through someone's square using acrobatics, the other is sliding right around them, or vaulting over them. Mostly fluff.
Charging is a bit trickier. Check out the movement restrictions for charging:
"You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge."
A pit I would consider an obstacle that hinders your movement, charging is also a full round action. Personally I would say no, though some DMs might say otherwise, as a 5 foot gap doesn't technically slow you down or block your movement with a successful acrobatics check. The "You must have a clear path toward the opponent" intent behind the ruling is what makes me think you cannot charge over a pit.
Now as for jumping down a 20 foot cliff during a charge. I'd say no for two reasons, first, that's definitely an obstacle that slows you down during your charge, second:
"When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details."
Your charge, even with a successful acrobatics, would automatically fail because you fell prone from taking 1d6 points of damage.
If it were a 10 foot fall and you successfully made the check, I'd say it is still impossible since you do not have a clear path to your target for the charge.
Landing on a target doesn't count towards unarmed damage or for your charge. I would argue you'd have a +1 from higher ground bonus, possibly, but otherwise landing on a target inflicts the same falling damage you would incur onto them.
There is also rules in the Environment section for falling objects, which states some things are left to GM discretion but it pretty clearly writes that any damage you would take from a falling object also happens to the object dropped. The intent behind this likely isn't a person either, so take what you will from that.
Hope this helps, and as always, I could be mistaken.
Dran
| Better_with_Bacon |
Thanks!
Regarding the half speed issue:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10.
So I think my DM was doing it right. But still sometimes I just want to get past the minions to threaten the BBEG to do something that would allow me to AoO.
For the jumping, we could call it a 10' drop. I would be pretty much be making a leap attack at them. Kick them in the face on the way down with the 'fluff' of it being me landing on them.
Very Respectfully,
--Bacon
| Mattastrophic |
Can I use two move-actions to move my full speed? Assuming I have a 30-ft speed, and say here is a 20-ft gap, and I move 10-ft to get a running start and make my DC20 acrobatics check, I would land safely on the other side, right?
The half-speed issue only applies to balancing on narrow surfaces and moving through threatened squares (unless you take a -10 penalty on the check when moving through threatened squares).
Same scenario, but the pit blocks an entire hallway, can I say I do a quick 'ninja-run' on an adjacent wall to get over the pit?
Say I am standing on a table and there are a bunch of enemies between me and my objective; could I use my Acrobatics skill to dash through the crowd by stepping on shoulders, heads, upturned shields, etc (assuming the rules for passing through threatened/occupied squares were being used to determine DC and consequences for failure)
I'm dueling with an enemy, I use acrobatics to baseball slide through his legs and pop up behind him, (using the rules for passing through an opponent's space) to allow the rogue easier access to flanking.
These right here are entirely flavor. Game-mechanics-wise, it doesn't really matter "how" you get across the pit or tumble through your enemies' spaces; the DC is the same.
If I am trying to charge someone, and there is a 5-ft pit between us, can I use my acrobatics to hop over the pit without hindering my charge? (Assuming A: straight line, and B: I succeed my acrobatics check.
You bet.
Could I jump from a ledge 20-ft up, and use acrobatics to lessen the damage from the fall, and still get the benefit for charging? If I were a monk, could I count 'landing' on the target as my unarmed strike/charge?
You are good with continuing the charge here. The falling rules state that you only land prone after a fall if you take any lethal damage. If you succeed at a DC 15 Acrobatics check to lessen damage from a 20-foot fall, you count as falling 10 feet instead of 20, and thus you end up taking 1d6 nonlethal damage, and thus you don't fall prone and can keep moving.
As for landing on your target, that's up to your GM.
-Matt