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Acrobatics

Full rules text, use cases, and edge-case handling for this skill.

Dexterity Usable Untrained Armor Check Penalty

Description

Acrobatics covers balance, tumbling, and jumping — three distinct uses unified into one skill. It replaces Balance, Jump, and Tumble from earlier editions. A high Acrobatics score lets a character walk narrow ledges without falling, dive through a crowd of enemies without triggering attacks of opportunity, and leap chasms that would stop less agile adventurers cold.

Check

Balance

When moving across a narrow surface or unstable ground, make an Acrobatics check each round. Failure by 4 or less means you cannot move that round. Failure by 5 or more means you fall.

Surface WidthDC
7–12 inches wide5
2–6 inches wide10
Less than 2 inches wide15
Uneven or sloped surface+2
Slippery surface+5
Moving surface (ship deck, cart)+5

Tumble — Move Through Threatened Squares

You can move through a square threatened by an enemy without provoking an attack of opportunity by succeeding on an Acrobatics check. The DC increases by 2 for each additional enemy beyond the first threatening that square.

TaskDC
Move through a threatened square without provoking an AoO15
Move through an enemy's space (enemy must be larger than you)20
Each additional enemy threatening the same square+2

Variant — CMD-based tumble DC: Some GMs use DC = 15 + the defender's Combat Maneuver Defense (CMD) modifier in place of the flat DC 15. This is a popular variant that makes tumbling past highly trained warriors appropriately difficult. Check with your GM before assuming either version.

Jump

A running start (at least 10 ft of movement before the jump) is assumed. Without a running start, double all DCs. Your Acrobatics modifier also acts as the number of feet you can jump when the DC equals that number — effectively, your modifier sets your baseline jumping distance.

TaskDC
Long jump — horizontal distance (1 DC per foot)= feet jumped
High jump — vertical distance (4 DC per foot)= 4 × feet jumped
No running startDC × 2

Action

Balance and Tumble: No separate action — part of your normal movement for that round.

Jump: No separate action — part of your movement. You spend feet of movement equal to the distance jumped.

Try Again

Balance: Yes, each round of movement requires a new check.

Tumble: Yes, but failing the check means the movement provokes the attack of opportunity — you don't get to abort mid-move.

Jump: Yes, each jump attempt is a new check. Failure means you don't reach the target distance and may fall, depending on the situation.

Special

  • Armor check penalty: Applies to all three uses of Acrobatics.
  • Acrobatic (feat): +2 to Acrobatics (and Fly); increases to +4 in each with 10 or more ranks.
  • Skill Focus — Acrobatics (feat): +3; increases to +6 with 10 or more ranks.
  • Monk: Acrobatics is a class skill. A monk's fast movement increases effective speed for jump DC calculations.
  • Rogue: Acrobatics is a class skill. Several rogue talents (Acrobatic Assist, etc.) build on it.
  • Freedom of Movement (spell): Grants automatic success on Acrobatics checks to move through difficult terrain and escape grapples; does not help with jump DCs.

Untrained

Yes. All three uses of Acrobatics are available untrained, though characters without ranks will struggle against higher DCs.