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

Feats of Skill

The following feats may be taken by characters with the prerequisite skill ranks:

Rank 1

Rank 2

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