Acrobatics

Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. Those really skilled in Acrobatics can even walk on water or catch a ride on passing arrows.

Key Attribute: Dexterity
Racial Skill for: Changeling
Class Skill for: Aspirant, Brawler, Explorer, Gladiator, Kinetic, Marksman, Poet, Red Mage, Scoundrel, Sentinel, Subliminal

DCs and Modifiers

Width of Surface Example Base DC
Normal Surface: At least shoulder width An unbroken floor 0
Narrow Surface: Full to half shoulder width 12” – 6” for most small & medium characters 5
Narrow Surface: Half to fifth shoulder width 6” – 2” for most small & medium characters 10
Narrow Surface: Fifth to tenth shoulder width 2” – 1” for most small & medium characters 15
Narrow Surface: Tenth to twentieth shoulder width 1” – ½” for most small & medium characters 20
Narrow Surface: Less than a twentieth shoulder width Less than ½” for most small & medium characters 25
Surface Conditions Example DC Modifier*
Light Obstruction Very uneven flagstone, minor calf-height debris +2
Severe Obstruction Smashed bar tables, major waist-height debris +5
Slightly Slippery Frozen ice, thin patch of water, crumbling architecture +2
Very Slippery Melting ice, Grease, collapsing architecture +5
Strongly Angled Surface 10 to 30 degree incline +2
Slightly Sloped Surface 30 to 45 degree incline; speed is reduced by half on these surfaces +5
Strongly Sloped Surface Surfaces at a greater than 45 degree incline N/A; must be climbed
Cross Breeze High wire in a 10 mph breeze +2
Cross Wind High wire in a 30 mph wind +5
Cross Gusts High wire in a 50 mph storm +10
Head/Tail Wind Trying to cross a ledge while moving directly into or away from a Gust of Wind would be a +8 DC for a medium creature, because it cancels out their movement +2 per 25% increase or reduction in base speed
Liquid Surface Water, sewage, acid +24**
* Do not stack condition modifiers arising from similar circumstances, like both slightly and very slippery. Simply use the most appropriate one.
** Requires Light as a Feather before attempting to balance on this surface. Includes the +5 modifier for being a very slippery surface.
Balancing Condition Example Check Modifier
Running Start Took a run action before attempting to balance -5
Weightless Balancing Exert no downward force on a surface or object -10*
* Requires Light as a Feather before attempting to balance in this way.

Untrained Uses

Balance

Slippery or obstructed surfaces don’t lend themselves to heroic charges, since heroic slipping isn’t awesome. You can make an Acrobatics check to try to keep your balance across normal, solid surfaces with adverse conditions of any DC, but not across a narrow surface without Competent Balancer.

The DC for this check is determined by the surface and modified by conditions, as indicated in the table above. The action you must spend to remain balanced on the surface is dependent on your check result, and you must spend it as soon as you enter the area. If you fail to use the indicated action during your round, you immediately fall in the difficult space you occupy or the next enter. You are considered flat-footed when moving across a slippery surface, thought not for a merely obstructed one.

If you take damage exceeding your Acrobatics ranks while flat-footed, you must immediately make a new check against the surface’s DC. The new check result replaces your minimum action requirement if it would be more expensive. If you cannot pay the new action cost, or if you do not exceed the surface DC, the interruption has caused you to miss a step and you fall immediately from the space you took the damage. If you are not flat-footed on the surface, you do not need to make this check when suffering damage.

If you fail to balance on a surface, or slip as a result of damage, you may attempt a Reflex save to grab the surface if you would otherwise fall past it. This save has a DC of 15 + surface conditions. If you succeed on this save you have grabbed on, balanced with your hands you might say, and may make an Acrobatics check against the surface DC to determine the balance action cost for the round. You may pull yourself up by spending that action and one additional move action.

Special: Getting a walking or running start can sometimes help you get over a short difficult surface when skill is somewhat lacking. When you move before attempting to cross a narrow surface is, you gain a “momentum” bonus that you can cover on the narrow surface without maintaining a proper balance. This distance is equal to one quarter of the distance from your starting position to the start of the surface. You do not need to pay the balance action cost until you have expended this movement. If you can clear the surface with this movement, you must still pay the balance cost or fall prone on the other side of the surface. Additionally, you suffer a -5 penalty to the check if you take a run action before reaching the narrow surface.

Base DC: Surface DC + conditions.
Check Result:

  • DC+10 and above: You may maintain your balance as a free-action. If you are flat-footed, you must spend a swift action to change direction during your turn.
  • DC+5 to DC+9: You must spend a swift action to retain your balance on the surface. If you do not have a swift action to spend after you begin moving on the surface, you fall off after your momentum distance (if any). If you are flat-footed, you must spend a move action to change direction during your turn.
  • DC+0 to DC+4: You must spend a move action to retain your balance on the surface. If you do not have a move action to spend after you begin moving on the surface, you fall off after your momentum distance (if any). If you are flat-footed, you must spend a standard action to change direction during your turn.
  • DC-1 to DC-5: You must spend a full-round action to balance on the surface. If you do not have a full-round action to spend after you begin moving on the surface, you fall after your momentum distance (if any). If you rolled this result in response to suffering damage, you immediately fall.
  • DC-6 and below: You fail to balance on the surface and fall, either from the first space that you enter or the space of the surface that you currently occupy, into whatever waits for you underneath. You land prone, if applicable.

Rank 1 Uses

Competent Balancer

You can balance on normal, solid surfaces with adverse conditions of any DC, or across narrow or broken surfaces with a DC of 15 or less. You are considered flat-footed while on a narrow, broken, or slippery surface. This ability otherwise functions as, and effectively replaces, Balance.

Roll With It

Sometimes there’s just no avoiding a fall, so it’s a good thing you know how to roll with them when you land. Make an Acrobatics check as a free action when you land; success reduces your fall distance by the indicated amount.

Base DC: 15.
Check Result:

  • DC+5 and above: Treat the total distance you fell as if it were 30’ shorter.
  • DC+0 to DC+4: Treat the total distance you fell as if it were 10’ shorter.
  • DC-1 and below: You do not reduce damage from the fall.

Rank 4 Uses

Tumble Around Opponents

Opponents with weapons generally stab you when you try to move around them. You move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity as long as you can get the footing right.

This check is made per creature you are tumbling past as a non-action occurring during your regular move, but you do not make the check until you would provoke an attack of opportunity from them. The base DC for this check is 10 or the surface DC, whichever is higher, plus the base attack bonus of the enemy. You suffer a cumulative -2 check penalty for each enemy you have previously attempted to tumble past this round.

Base DC: 10 or surface DC + the opponent’s BAB
Check Result:

  • DC+10 and above: For the remainder of this round you may move through spaces threatened or occupied by this opponent as if they were clear spaces. None of this movement provokes attacks of opportunity from this opponent.
  • DC+5 to DC+9: For the remainder of this round you may move through spaces threatened by this opponent as if they were clear spaces, and through spaces occupied by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). None of this movement provokes attacks of opportunity from this opponent, though you do still provoke attacks of opportunity if you choose to move at your full speed through the space that they occupy.
  • DC+0 to DC+4: For the remainder of this round you may move through spaces threatened by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). This movement does not provoke attacks of opportunity from this opponent, though you do still provoke attacks of opportunity if you choose to move at your full speed through their threatened area or if you move into the space that they occupy.
  • DC-1 to DC-5: Any movement through their threatened area will provoke attacks of opportunity as normal.
  • DC-6 and below: Any movement through their threatened area will provoke attacks of opportunity as normal, and they gain a +3 bonus to attacks of opportunity made against you.

Rank 6 Uses

Catfall

Even the tallest of falls don’t daunt you. Modify your check results for your Roll With It ability as follows; this ability otherwise functions as, and effectively replaces, Roll With It.

Check Result:

  • DC+15 and above: Treat the total distance you fell as if it were 100’ shorter, or quarter all damage from the fall (whichever results in less damage).
  • DC+10 to DC+14: Treat the total distance you fell as if it were 60’ shorter, or halve all damage from the fall (whichever results in less damage).
  • DC+5 to DC+10: Treat the total distance you fell as if it were 30’ shorter, or reduce all damage from the fall by one quarter (whichever results in less damage).
Supreme Balancer

You can balance on normal, solid surfaces with adverse conditions of any DC, or across narrow or broken surfaces with a DC of 25 or less. You are considered flat-footed while on a narrow or broken surface with a DC greater than 15. This ability otherwise functions as, and effectively replaces, Balance and Competent Balancer.

Rank 8 Uses

Combat Gymnastics

When tumbling on a difficult surface, reduce the DC of the surface by 10 for the purposes of this check. You still have to Balance on the surface as normal, however. This ability otherwise functions as, and effectively replaces, Tumbling Around Opponents.

Fall into the Wind

If you know how to orient yourself, you can ride the air to the ground from nearly any height. With an Acrobatics check as a swift action, you may function as if under a variant of the Feather Fall spell, significantly reducing your fall speed. The DC for this check is 24, and each additional check during the same fall suffers a cumulative +2 penalty to the check DC. You may dismiss this effect at any time, resuming a normal fall.

Base DC: 24, +2 for each prior check during this fall.
Check Result:

  • DC+10 and above: You function as if under the effects of a feather fall spell, falling only 60 feet per round, until you reach the ground.
  • DC+5 to DC+9: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for up to 3 rounds. After this time you resume falling as normal unless you succeed on an additional check.
  • DC+0 to DC+4: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for 1 round. After this time you resume falling as normal unless you succeed on an additional check.
  • DC-1 to DC-5: You fall up to 250 feet this round, benefiting from a minor form of feather fall. After this time you resume falling as normal unless you succeed on an additional check. If you hit the ground while under this limited effect, you only suffer damage for half of the distance fallen at this rate, up to a maximum of 10d6 damage.
  • DC-6 and below: You fall the maximum 1000 feet this round, suffering damage as normal from a fall of whatever height you began the round at. On the off chance that you don’t hit the ground this round you may make another check next round.

Rank 10 Uses

Light as a Feather

You can balance on any normal, broken, or narrow solid surfaces with adverse conditions of any DC. You can also try to keep your balance on liquid surfaces. You are considered flat-footed while on a narrow or broken surface with a DC greater than 25 or any liquid surface. This ability also allows you to land on a liquid surface as if it was solid.

You can use this ability to move over a damaging surface, like acid or lava, but you’re not entirely protected from it. You take only minimum damage from the obstacle, as if you suffered exposure and not immersion. This may prompt saves as well, depending on the obstacle. As long as you retain your balance, you only suffer these effects once per round, however, regardless of how many times you enter or leave the damaging area. Any damage from this exposure prompts new acrobatics checks as normal.

Additionally, you can attempt to balance on surfaces and objects without exerting your weight upon them. When balanced in this way, you do not cause the surface to fall, whether it’s floating in the air or being held aloft by another creature. You must jump onto an object fired or swung at you to balance on it (which typically requires a readied action), though you may hop down onto an object that passes beneath you as a part of normal movement.

This ability otherwise functions as, and effectively replaces, Balance, Competent Balancer, and Supreme Balancer.

Main Page
Character
Creation
Races Classes Skills Feats Class
Features
Revised
Rules
Acrobatics Affability Appraisal Artifice Athletics Bluff Ciphers
Concentration Creature Handling Cultures Devices Disguises Endurance Escape Artistry
Healing Intimidation Jump Legerdemain Perception Psionics Psychology
Sorcery Stealth Survival
Setting

Acrobatics

Fading Embers Sasaisen