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SKILLS
Acrobatics
(Dex; Trained Only)
You can flip, dive, roll and perform other acrobatic maneuvers.
Check: You can make an Acrobatics check (Difficulty 5) to lessen the damage from a fall. Subtract the amount your roll exceeds the Difficulty (in feet) from the distance of a fall before determining damage. For example, an Acrobatics check of 20 (15 more than the Difficulty) reduces the effective distance of a fall by 15 feet. A fall reduced to 0 feet does no damage. You can make an Acrobatics check (Difficulty 25) to move through a space occupied by an opponent or obstacle (moving over, under, or around). A failed roll means you don't get past the obstacle.
Balancing: You can walk on a precarious surface. A successful check lets you move half your speed along the surface as a move action. A failure indicates you spends your move action just keeping your balance and do not move. A failure by 5 or more indicates you fall. The Difficulty is based on the surface. You cannot use your Dodge while balancing. If you take any damage while balancing, you must make another Acrobatics check to avoid falling.
| Surface | Difficulty |
|---|---|
| More than 12 inches wide | 5 |
| 7-12 in. wide | 10 |
| 2-6 in. wide | 15 |
| Less than 2 in. wide | 20 |
| Uneven or angled | +5 |
| Slippery surface | +5 |
Avoiding Being Tripped: You can make add your Acrobatics bonus to your Combat bonus to determine the Difficulty of a trip attack made against you (as opposed to your Maneuver Bonus, as normal). You cannot use Acrobatics to make a trip attack, however.
Feint: You can make an Acrobatics check to feint in combat.
Instant Up: You can make an Acrobatics check (Difficulty 20) to stand up from a prone position as a free action rather than a move action.
Performance: You can use Acrobatics as if it were the Perform skill to impress an audience.
Acrobatic Charge: You can turn, tumble or swing from ropes as part of a charge action with a successful Acrobatics check (Difficulty 15). And you should do so as often as you can.
Challenges: You can take the following challenges with Acrobatics:
Accelerated Acrobatics: You can try to cross a precarious surface faster than normal. If you increase the Difficulty by 5, you can move your full speed as a move action. Moving twice your speed in a round requires the penalty plus two skill checks, one for each move action. You can also accept this penalty to charge across a precarious surface; this requires one skill check per multiple of your speed (or fraction thereof) that you charge.
Perfect Balance: In return for increasing the Difficulty of your Acrobatics check by 5, you move with such grace and agility that you can still use your Dodge while balancing.
Perilous Balance: You can shake or disturb the surface on which you are balancing (e.g., swaying on a tightrope). If your check succeeds after increasing the Difficulty by 5, you keep your balance and impose a +5 modifier on the Difficulty of all Acrobatics checks others must make on the surface until the next round.
Try Again: No.
Action: You can try to reduce damage from a fall as a reaction once per fall. Balancing while moving one-half your speed is a move action. Accelerated movement, allowing you to balance while moving your full speed, is also a move action.
Special: The balancing aspects of Acrobatics can be used untrained.

