skill Acrobatics

Acrobatics (Dexterity; Armor Check Penalty)


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.

Acrobatics Modifiers
DC Modifier
Obstructed (gravel, sand)
Obstructed (cavern, rubble)
Slippery (wet)
Slippery (icy)
Sloped (<45°)
Sloped (>45°)
Unsteady (boat in rough water)
Unsteady (boat in a storm)
Unsteady (earthquake)
Move at
full speed on narrow or uneven surfaces
1 This
does not apply to checks made to jump.

Common Uses

The Acrobatics skill has
three distinct uses:

Cross Narrow Surfaces/Uneven

Move Through Threatened Squares

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.

DC’s to Cross Narrow Surfaces
Surface Width Base Acrobatics DC
Greater than 3 feet
1–3 feet wide 51
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches
1 No Acrobatics
check is needed to move across these surfaces unless the modifiers increase
the DC to 10 or higher.

Narrow Surface DC Modifiers

Balancing Pole: Using a balancing pole while traversing a narrow surface grants a +1 circumstance
bonus to the Acrobatics check.

Move Through Threatened

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.

DC’s to Move Through Threatened Areas
Situation Base Acrobatics DC1
Move through a threatened area Opponent’s Combat
Maneuver Defense
Move through an enemy’s space 5 + Opponent’s
Combat Maneuver Defense
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

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).

DC’s for
Long Jumps
Long Jump
5 feet 5
10 feet 10
15 feet 15
20 feet 20
than 20 feet +5 per 5 feet

DC’s for High Jumps
High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
than 4 feet +4 per foot

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, 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.

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.)

Special Situation: Diving
or Jumping into Water

Source Cerulean Seas ©
2010 Alluria Publishing. All rights reserved.

The rules presented here
for diving or jumping into water are from a Pathfinder 3rd Party Publisher and
are not part of the Pathfinder Roleplaying Game rules created by Paizo. Consult
your GM to see if these rules are allowed or in use in his or her campaign.

Characters who jump or
dive into water take no damage on a successful DC 15 Acrobatics skill check,
so long as the water is at least 10 feet deep for every 30 feet fallen. Water
30 feet deep is sufficient for a dive from any height. However, the DC of the
check increases by 5 for every 50 feet of the dive. Table: Diving summarizes
these rules.

If the water is not deep
enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet
higher than its actual height on the Table: Diving.

Table: Diving


Height Minimum

Safe Depth Acrobatics

DC Damage for

Failed Dive

10 ft. 10 ft. 15 None

20 ft. 10 ft. 15 None

30 ft. 10 ft. 15 1d3 nonlethal

40 ft. 20 ft. 15 2d3 nonlethal

50 ft. 20 ft. 20 2d3 nonlethal +1d6

60 ft. 20 ft. 20 2d3 nonlethal + 2d6

70 ft. 30 ft. 20 2d3 nonlethal + 3d6

80 ft. 30 ft. 20 2d3 nonlethal + 4d6

90 ft. 30 ft. 20 2d3 nonlethal + 5d6

100 ft. 30 ft. 20 2d3 nonlethal + 6d6

110 ft. 30 ft. 25 2d3 nonlethal + 7d6

120 ft. 30 ft. 25 2d3 nonlethal + 8d6

160 ft. 30 ft. 30 2d3 nonlethal + 12d6

210 ft. 30 ft. 35 2d3 nonlethal + 17d6

240 ft. 30 ft. 35 2d3 nonlethal + 20d6*

*Maximum falling damage.

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


Skills If you have 3 or
more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively
instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense
action instead of the usual +4.

Feats If you have the Acrobatic feat, you get a +2 bonus on all Acrobatics checks.
If you have 10 or more ranks in Acrobatics, the bonus increases to +4.

Time Machine!

The Pathfinder Roleplaying Game merged the Balance and Jump skills from its
predecessor into the Acrobatics skill. While this has been mostly good, in the
transition some information seems to have been left behind. Note: The information
below is NOT from Paizo Publishing, and is NOT official in the least. However,
you may find it helpful in some situations to consider how the rules were previously
written. Use at your GMs discretion.

Long Jump

A long jump is a horizontal
jump, made across a gap like a chasm or stream. At the midpoint of the jump,
you attain a vertical height equal to one-quarter of the horizontal distance.

If your check succeeds,
you land on your feet at the far end. If you fail the check by less than 5,
you don’t clear the distance, but you can make a DC 15 Reflex save to grab
the far edge of the gap. You end your movement grasping the far edge. If that
leaves you dangling over a chasm or gap, getting up requires a move action and
a DC 15 Climb check.

High Jump

Creature Size Vertical

Colossal 128 ft.

Gargantuan 64 ft.

Huge 32 ft.

Large 16 ft.

Medium 8 ft.

Small 4 ft.

Tiny 2 ft.

Diminutive 1 ft.

Fine ½ ft.

A high jump is a vertical leap made to reach a ledge high above or to grasp
something overhead.

If you jumped up to grab
something, a successful check indicates that you reached the desired height.
If you wish to pull yourself up, you can do so with a move action and a DC 15
Climb check. If you fail the Acrobatics check to jump, you do not reach the
height, and you land on your feet in the same spot from which you jumped. As
with a long jump, the DC is doubled if you do not get a running start of at
least 20 feet.

Obviously, the difficulty
of reaching a given height varies according to the size of the character or
creature. The maximum vertical reach (height the creature can reach without
jumping) for an average creature of a given size is shown on the table below.
(As a Medium creature, a typical human can reach 8 feet without jumping.)

Quadrupedal creatures don’t
have the same vertical reach as a bipedal creature; treat them as being one
size category smaller.

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.

Section 15: Copyright Notice

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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