Agility
Skill (General Skill)
Used to jump, tumble, escape from binds, balance, squeeze through tight areas, etc.
Skill Use | Action | DC | Description | Trained Only | Retry | Take 10 | Take 20 | Source |
---|---|---|---|---|---|---|---|---|
Balance |
As part of Move Action |
Variable |
Allows you to move at half speed along a narrow surface such as a ledge or wire. |
No |
No |
Yes |
No | Core |
Catch Item | Free Action |
20 |
You can catch a disarmed object. |
Yes |
Yes |
Yes |
No | SNV |
Cross Difficult Terrain |
As part of Move Action |
15 |
You can move through difficult terrain at your normal speed. |
No |
Yes |
Yes |
No | Core |
Escape Bonds |
Variable |
Variable |
You can slip free of restraints, wriggle through a tight space, or escape from a grapple. |
No |
Yes |
Yes |
No | Core |
Fall Prone | Free Action |
15 |
You can drop prone as a free action. |
Yes |
No |
Yes |
No | Core |
Jump | Move Action |
Variable (See Jump) |
You can perform long jumps and vertical leaps. |
No |
Yes |
Yes |
Yes* | Core |
Long Falls | Immediate Action |
20 |
You can guide your descent over great distances. |
No |
No |
Yes |
No | KotOR |
Low and High Gravity Environments | Immediate Action |
20 |
You can negate the penalties to attack rolls in low and high gravity environments. |
Yes |
No |
Yes |
No | TFU |
Nimble Charge |
As part of Move Action |
25 |
You can charge through low objects and difficult terrain. |
Yes |
Yes |
Yes |
No | SNV |
Reduce Falling Damage | Immediate Action |
15 |
You can treat a fall as if it were 2 squares shorter per 10 points beyond DC 15 for purposes of determining damage. |
Yes |
No |
Yes |
No | Core |
Stand Up from Prone | Swift Action |
15 |
You can stand up from prone as a swift action. |
Yes |
No |
Yes |
No | Core |
Zero Gravity Environments | Immediate Action |
20 |
You can reduce the penalties to attack rolls in zero gravity environments from -5 to -2. |
Yes |
No |
Yes |
No | TFU |
- If no danger of falling.
Feats of Skill
The following feats may be taken by characters with the prerequisite skill ranks:
Rank 1
- Combat Mobility: Once/rd, as a free action, you may take a 5-ft step. This is in addition to any other move actions you might take.
- Lunge: Your reach extends an additional 5-ft in the direction you face.
- Tumble: Move through threatened area without provoking. DC = 10 + 5 per square moved.
Rank 2
- Flip Over: Move over an obstacle without impeding your movement or provoking. DC = 20 + 5 per square skipped (total in a given move).
- Pounce: When you charge an opponent, you gain +100% haste for 1 round.
- Spring Attack: You may split a move action, taking a single action between two partial moves. The movement still provokes, as normal.
Use Descriptions
Jump
Use this skill to leap over pits, vault low fences, or jump down from a tree's lowest branches.
Result | High Jump | Long Jump (running) | Long Jump (standing) | |||
---|---|---|---|---|---|---|
Meters | Squares | Meters | Squares | Meters | Squares | |
0 |
0.00 |
0 |
0.00 |
0 |
0.00 |
0 |
1 |
0.08 |
0 |
0.33 |
0 |
0.17 |
0 |
2 |
0.17 |
0 |
0.67 |
0 |
0.33 |
0 |
3 |
0.25 |
0 |
1.00 |
1 |
0.50 |
0 |
4 |
0.33 |
0 |
1.33 |
1 |
0.67 |
0 |
5 |
0.42 |
0 |
1.67 |
1 |
0.83 |
1 |
6 |
0.50 |
0 |
2.00 |
1 |
1.00 |
1 |
7 |
0.58 |
0 |
2.33 |
2 |
1.17 |
1 |
8 |
0.67 |
0 |
2.67 |
2 |
1.33 |
1 |
9 |
0.75 |
1 |
3.00 |
2 |
1.50 |
1 |
10 |
0.83 |
1 |
3.33 |
2 |
1.67 |
1 |
11 |
0.92 |
1 |
3.67 |
2 |
1.83 |
1 |
12 |
1.00 |
1 |
4.00 |
3 |
2.00 |
1 |
13 |
1.08 |
1 |
4.33 |
3 |
2.17 |
1 |
14 |
1.17 |
1 |
4.67 |
3 |
2.33 |
2 |
15 |
1.25 |
1 |
5.00 |
3 |
2.50 |
2 |
16 |
1.33 |
1 |
5.33 |
4 |
2.67 |
2 |
17 |
1.42 |
1 |
5.67 |
4 |
2.83 |
2 |
18 |
1.50 |
1 |
6.00 |
4 |
3.00 |
2 |
19 |
1.58 |
1 |
6.33 |
4 |
3.17 |
2 |
20 |
1.67 |
1 |
6.67 |
4 |
3.33 |
2 |
21 |
1.75 |
1 |
7.00 |
5 |
3.50 |
2 |
22 |
1.83 |
1 |
7.33 |
5 |
3.67 |
2 |
23 |
1.92 |
1 |
7.67 |
5 |
3.83 |
3 |
24 |
2.00 |
1 |
8.00 |
5 |
4.00 |
3 |
25 |
2.08 |
1 |
8.33 |
6 |
4.17 |
3 |
26 |
2.17 |
1 |
8.67 |
6 |
4.33 |
3 |
27 |
2.25 |
2 |
9.00 |
6 |
4.50 |
3 |
28 |
2.33 |
2 |
9.33 |
6 |
4.67 |
3 |
29 |
2.42 |
2 |
9.67 |
6 |
4.83 |
3 |
30 |
2.50 |
2 |
10.00 |
7 |
5.00 |
3 |
Long Jump
The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter-wide (2-square-wide) pit requires a successful DC 9 Jump check. If you do not get at least a 4-square running start, the DC is doubled.
High Jump
The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a successful DC 18 Jump check. If you use a pole of sufficient height to help you vault the distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled.
Jump Down
If you intentionally jump down from a height, you can attempt a DC 15 Jump check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. If you succeed on this check and take no damage, you land on your feet.
Special
- .You can take 10 when making a Jump check. If there is no danger associated with failing, you can take 20.
- Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not.