Acrobatics
(Dex; Armor Check Penalty)
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.

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. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.
 

Ancho de superficie

CD base de Acrobacia

Más de 1 metro

0*

30cm a 1 metro

5*

15-29 cm

10

5-14 cm

15

Menos de 5 cm

20

* No se necesita una tirada de Acrobacia para pasar sobre esta superficie a no ser que los modificadores (abajo) incrementen el DC a 10 o mas.


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. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move though an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.
 

Situación

DC base de Acrobacia*

Moverse a través de un área amenazada

Defensa de Maniobra (DeM) del oponente.

Moverse a través del espacio ocupado por un enemigo

5 + Defensa de Maniobra (DeM) del oponente.

*Este CD es el que se usa para evitar un ataque de oportunidad debido al movimiento. La CD se incrementa en 2 por cada oponente adicional evitado en el mismo asalto.

 

Salto largo

DC de Acrobacia

1 metro

5

2 metros

10

3 metros

15

4 metros

20

Más de 4 metros

+5 por cada metro

 

Salto de altura

DC de Acrobacia

30 cm

4

60 cm

8

90 cm

12

120 cm

16

más de 120 cm

+4 por cada 30 cm

 

Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you

are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

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.

Many conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.
 

Modificador de Acrobacia

Modificador al CD

Ligeramente obstruído (arena, gravilla)

+2

Severamente obstruído (caverna, escombros)

+5

Ligeramente resbaladizo (mojado)

+2

Muy resbaladizo (helado)

+5

Ligeramente inclinado (<45º)

+2

Severamente inclinado (>45º)

+5

Ligeramente inestable (bote en agua agitada)

+2

Moderadamente inestable (bote en tormenta)

+5

Muy inestable (terremoto)

+10

Moverse a velocidad completa en superficies estrechas o desiguales

+5*

*Esto no se aplica a chequeos de salto


Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.

Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

If you have the Acrobatic feat, you get a bonus on Acrobatics checks (see Feats).

 


REGLAS DE CAÍDA
 

Distingamos cuando un personaje cae de cuando salta. No es lo mismo saltar 2m que caer 2m. De esta forma si el personaje salta, los dos primeros metros se ignoran. Si cae, no.

Daños de caída.
 

Distancia de caída

Daños de caída

1-3m

1d6

4-6m

2d6

7-9m

4d6

10-13m

8d6

14-17

16d6

18-20

32d6


La tirada de Acrobacia que se saque reduce el daño.
 

Tirada de Acrobacia

Reducción de daño en la caída

10

1d6

15

2d6

20

3d6

25

4d6

30

5d6

35

6d6

40

7d6


Por lo tanto, saltas con el personaje desde una ventana a 7 metros. Los 2 primeros metros no cuentan (por ser un salto) o sea que se calcula daño por 5 metros de hostia, que son 2d6 daños. Pero si el personaje es un acróbata y saca un 15 en su tirada, pues no se hace daño.

El tipo cae de espaldas desde un risco a 10 metros. No tiene acrobacia ni nada, pues 8d6 de daño.

Trampa de estacas. 3 metros de agujero inesperado. Las estacas hacen 1d10 de daño punzante. El pj pisa y pongamos que falla la tirada correspondiente de Reflejos, lo cual significa que no se agarró a nada. Pues además del daño de las estacas, el PJ se come 1d6 de la hostia de caída.

Tipo que trabaja en un circo. Se deja caer por un puente de 18 metros de altura. Los 2 primeros no cuentan, así que bajamos a 16 metros de hostia que son 16d6 de daño. El tipo saca un 37 en su tirada de Acrobacia, así que reduce 6d6 daños la caída. Se hace finalmente 10d6 daños, quizás sobrevive. Tengamos en cuenta que ha saltado desde un sexto piso.