Acrobatics measures your ability to perform physical feats that require balance, coordination, and grace.
You can perform the following uses of Acrobatics even if you are untrained in the skill.
The following activities require no special training.
You can move across a narrow surface or uneven ground by attempting an Acrobatics check against the DC of the narrow surface or uneven ground. You start this action while in a square that contains a narrow surface, uneven ground, or another similar feature. You are always flat-footed while on a narrow surface or uneven ground.
Success You move up to your Speed across the narrow surface or uneven ground, treating it as difficult terrain.
Critical Success You move up to your Speed across the narrow surface or uneven ground, treating it as normal terrain.
Failure You must stay stationary (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall, and your turn ends.
When trying to escape from restraints or a creature’s Grapple, attempt an Acrobatics check. If you’re tied up by a creature, the escape DC is that creature’s Thievery DC. If you’re restrained by manacles or some other device, the DC is based on the type of restraint. Against a Grapple, the escape DC is the Grappling creature’s Athletics DC.
Success You escape from the restraints or the Grapple, losing the grabbed or restrained condition.
Critical Success Per a success, and you can move up to 5 feet. If you move, this action gains the move trait.
Critical Failure You don’t escape, and you take a –2 circumstance penalty to Acrobatics checks to Escape until the end of your current turn.
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise restrained.
When you fall off an edge or past an edge or some other form of handhold, you can use this reaction in an attempt to grab it, potentially stopping your fall. If you grab on, you can then Climb up using Athletics.
Success If you have at least one hand free, you grab on to the edge or the handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though you had fallen 20 feet fewer. If you have no hands free, you continue to fall as if you had failed the check.
Critical Success You grab on to the edge or the handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though you had fallen 30 feet fewer.
Critical Failure You continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
Trigger You take damage while standing on a narrow surface or uneven ground or otherwise have your balanced tested, as determined by the GM.
You try to keep your balance to avoid falling.
Success You keep your balance.
Critical Success You keep your balance and don’t need to attempt further checks to Maintain Balance this round.
Failure You fall.
You attempt to squeeze through a small space by contorting your body to fit through.
Success You squeeze through the tight space in 1 minute per 5 feet of squeezing.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result other than a critical failure causes you to become unstuck.
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another movement type in the appropriate environment.
Success You move through the enemy’s space, treating the squares in its space as difficult terrain. If you don’t have enough Speed to move all the way through its space, you get the same effect as on a failure.
Failure Your movement ends, and you trigger reactions (such as Attacks of Opportunity) as if you had moved out of the square you started in.
You can perform the following use of Acrobatics only if you are at least trained in this skill.
Maneuver in Flight
If you have a fly Speed and you must conduct a difficult maneuver while flying, attempt an Acrobatics check.
Success You succeed at the maneuver.
Critical Success You succeed at the maneuver and gain a +2 circumstance bonus to your checks to Maneuver in Flight until the end of your next turn.
Failure Your maneuver fails, and the GM chooses whether you simply can’t move or some other detrimental effect happens. This consequence should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
When you jump or fall more than 5 feet, upon landing you take falling damage, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land.
If you fall into water, snow, or another soft substance, calculate the damage from the fall as though it were 20 feet shorter. The effective reduction can’t be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction (see the Acrobatics skill) to reduce the damage from some falls.