Acrobatics

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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.

This also adds a bonus to the Feint action and to the Total Defense Full Round action.

This skill has three distinct uses:

Obstructed Movement

Cross Narrow Surfaces/Uneven Ground

Table: Acrobatics DC's to Cross Narrow Surfaces
Surface Width Base Acrobatics DC
Greater than 3 feet wide 1
1–3 feet wide 51
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches wide 20


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.

Modifiers or Special Situations

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

Jumping and Falling

Table: Acrobatics DC's for Long Jumps
Long Jump Acrobatics DC
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet
Table: Acrobatics DC's for High Jumps
High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot


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).

Modifiers or Special Situations


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.)

Combat and etc...

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. Action

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

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.

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.