Agility
Skill ([
!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.
| rowspan="2">Result | colspan="2">High Jump | colspan="2">Long Jump (running) | colspan="2">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.