Skills/Acrobatics

You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing 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. 1 This does not apply to checks made to jump.

Common Uses
The Acrobatics skill has three distinct uses:


 * 1) Cross Narrow Surfaces/Uneven Ground
 * 2) Move Through Threatened Squares
 * 3) Jumping and Falling

Cross 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. 1 No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.

Cross Narrow Surface DC Modifiers


 * Counterbalance: Using a balancing pole, or a weapon with the counterbalance property while traversing a narrow surface grants a +1 circumstance bonus to the Acrobatics check.

Move Through Threatened Squares
In addition, 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. 1 This DC is used to avoid an attack of opportunity due to movement. This penalty increases by +2 for each additional opponent avoided in one round.

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 15 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). If that leaves you dangling over a chasm or gap, getting up requires a move action and a climb check (DC appropriate for the type of surface you’re climbing on).

High Jump
Performing a high jump can be more difficult than a long jump, though when attempting to reach a ledge above a creature’s vertical reach can be taken into account. Generally a creature’s vertical reach is roughly 30% higher than their height assuming normal humanoid proportions, this of course can add extra calculations or simply cannot be determined due to a creature’s entry not defining their height. As such the following chart can be used to assume general creature vertical reach: When performing a high jump the following chart determines the acrobatics DC of the jump, which is normally a DC of 4 per foot vertically jumped. For a medium creature this generally means they would only truly need a 2 foot vertical jump(DC 8) to reach a ledge 10 feet above them, from there requiring an appropriate climb DC to achieve.

Jump DC Modifiers

 * Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
 * Running Jump: For a running jump (a jump attempted after at least 10 feet of movement), the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land. Also, see Pole.
 * Action Used: When taking a double move or Withdraw action to attempt a running jump, you gain a +1 circumstance bonus on your Acrobatics check made to attempt a long jump. When using the Run action, this becomes a +2 bonus. Also, see the Run feat.
 * Pole: If you use a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process).
 * Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)

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

Hop Up
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Acrobatics (jump) check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.