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.
| 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 |
The Acrobatics skill has three distinct uses:
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.
| 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 |
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.
| 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 |
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).
| Long Jump | Acrobatics DC |
|---|---|
| 5 feet | 5 |
| 10 feet | 10 |
| 15 feet | 15 |
| 20 feet | 20 |
| Greater than 20 feet | +5 per 5 feet |
| 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 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.
| 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 |