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

Rank 2

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.