Table of Contents

Acrobatics (DEX)

Associated Ability Score: Dexterity

Action: None, An Acrobatics check is made as part of another action or as a reaction to a situation.

By using Acrobatics, you can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, to avoid attacks and confuse your opponents.

The following modifiers apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies.

Table: Acrobatics Modifiers

Acrobatics Modifiers DC Modifier
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5
Slightly Slippery (wet) +2
Severely Slippery (icy) +5
Slightly Sloped (<45°) +2
Severely Sloped (>45°) +5
Slightly Unsteady (boat in rough water) +2
Mildly Unsteady (boat in a storm) +5
Severely Unsteady (earthquake) +10
Move at full speed on narrow or uneven surfaces +5

Common Uses

The Acrobatics skill has three distinct uses:

  1. Crossing narrow surfaces and uneven ground
  2. Moving through threatened square
  3. Jumping and falling

Crossing Narrow Surfaces & Uneven Ground

First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Table: Acrobatics DCs for Narrow Surfaces

Surface Width Base Acrobatics DC
Greater than 3 feet wide 0
1–3 feet wide 5
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches wide 20

Moving Through Threatened Squares

Secondly, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

Table: Moving Through Threatened Areas

Situation Base Acrobatics DC
Move through a threatened area Opponent’s Combat Maneuver Defense
Move through an enemy’s space 5 + Opponent’s Combat Maneuver Defense

Jumping and Falling

Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).

Table: Long Jumps

Long Jump Acrobatics DC
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet

Table: High Jumps

High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot

You may apply the following modifiers to jump checks:

Escape Artist

Escape Artist is used to escape from bonds and grapples. Below is a table of common DCs for such actions, though you may encounter higher or lower DCs depending on the quality of the restraints (or restrainer) used against you.

Table: Escape Artist DCs and Modifiers

Action DC Action/Time Try Again?
Escape rope/bindings Binder’s CMB +20 1 minute Yes, unless DC is > 20 + your Escape Artist bonus
Escape a net, animate rope spell, command plants, control plants, or entangle 20 1 Full Round Action Yes
Escape a snare spell 23 1 Full Round Action Yes
Escape normal manacles 30 1 minute Yes
Move through a tight space 30 1+ minutes Yes
Escape masterwork manacles 40 1 minute Yes
Escape grapple or reduce pinned condition to grappled condition Grappler’s CMD 1 Standard Action Yes