Skills

Acrobatics, Breakfall and Defensive Maneuvre replace the Balance and Tumble skills in their entirety.

Acrobatics (DEX; untrained; Armour Check penalty)

You can't use this skill if your speed has been reduced by armour, excess equipment, carrying too much loot, etc.

Balancing:

You can walk on a precarious surface as a move-equivalent action. A successful check lets you move at half your speed along the surface for 1 round. A failure means that you can't move for 1 round. Five consecutive failures means you can make no further progress until you can improve your chance of success, circumstantially or by gaining more DEX or skill ranks. A failure by 20 or more means that you fall.

The difficulty of balancing varies with the width, angle, slipperiness and stability of the surface:

SurfaceDC
7–12 inches wide10
2–6 inches wide 15
Less than 2 inches wide20
Uneven Floor10
Surface Angled+5*
Surface Slippery+5*
Surface Unstable (ocean swell, loose gravel)+5†
Surface Highly Unstable (marbles, rushing water)+10†
* Cumulative; if both apply, use both.
† Not cumulative; use whichever modifier is highest

Being attacked while balancing: Attacks against you are made as if you were off balance: They gain a +2 attack bonus, and you lose your Dexterity bonus to AC, if any. If you have 5 or more ranks in Acrobatics, then you can retain your Dexterity bonus to AC (if any) in the face of attacks. If you take damage, you must make a check again to stay balanced.

Accelerated Movement: You try to can walk a precarious surface more quickly than normal. If you accept a –5 penalty, you can move your full speed as a move-equivalent action. (Moving twice your speed in a round requires two checks.)

Swashbuckling:

Special: 5 or more ranks in Acrobatics grants you a +2 synergy bonus to Breakfall and Defensive Maneuvre rolls.


Breakfall (DEX; untrained; Armour Check penalty)

Check: You can land softly when you fall. If you fall, you can stand up again as a free action.

Retry: No

TaskDC
Treat a fall as if it were 10 feet shorter when determining damage15
Treat a fall as if it were 20 feet shorter when determining damage25
Treat a fall as if it were 30 feet shorter when determining damage35

Special: If you have 5 or more ranks in Jump, or 5 or more ranks in Acrobatics, you get a +2 synergy bonus on Breakfall checks. (Synergy bonuses are cumulative).


Defensive Maneuvre (DEX; untrained; Armour Check penalty)

Check: You can move up to half your normal speed in combat as a Move Equivalent action without drawing Attacks of Opportunity.

SituationDC
Moving around enemy-occupied spaces15
Moving through enemy-occupied spaces25

Circumstantial Modifiers

CircumstanceDC Modifier
Bad lighting (torches or similar light sources)+2
Dusty or uneven floor+2
Light debris, (occasional pebbles or trash)+2
Wet floor+4
Crumbling floor+4
Moderate debris (strewn across floor)+4
Move begins or ends in darkness+4
Move passes through spaces where you are flanked+5
Unworked stone/natural cavern+6
Standing, water/deep puddles+6
Heavy debris (trash pit, for example)+6
Pitch black+6

Circumstantial modifiers stack as long as they represent different circumstances, so add any applicable entries from the above list together. For example, if an uneven forest floor (+2) also has branches and stones scattered across it (+4), apply a +6 circumstance modifier to the DC for the Defensive Maneuvre check.

Retry: You can attempt to Maneuvre Defensively once per round.

Special: A character with 5 or more ranks in Defensive Maneuvre gains a +3 dodge AC bonus when executing the fight defensively standard or full-round action instead of a +2 dodge AC bonus.

A character with 5 or more ranks in Defensive Maneuvre gains a +6 dodge AC bonus when executing the total defense standard action instead of a +4 dodge AC bonus.

A character with 5 or more ranks in Acrobatics gains a +2 synergy bonus to Defensive Maneuvre