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    Acrobatics (Dex; Armor Check Penalty)

    FastPlay Rules

    See this skill in FastPlay format.

    Table: Acrobatics DC's to Cross Narrow Surfaces
    Surface Width Base Acrobatics DC
    Greater than 3 feet wide 01
    1–3 feet wide 51
    7–11 inches wide 10
    2–6 inches wide 15
    Less than 2 inches wide 20

    1 No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.

    Table: Acrobatics 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.

    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
    Table: Misc. Acrobatics Modifiers
    Acrobatics Modifiers DC Modifier
    Lightly Obstructed (gravel, sand) +2
    Severely Obstructed (cavern, rubble) +5
    Slightly Slippery (wet) +2
    Severely Slippery (icy) +5
    Slightly Sloped (<45°) +2
    Severely Sloped (>45°) +5
    Slightly Unsteady (boat in rough water) +2
    Mildly Unsteady (boat in a storm) +5
    Severely Unsteady (earthquake) +10
    Move at full speed on narrow or uneven surfaces +51

    1 This does not apply to checks made to jump.

    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 skill has three distinct uses:

    1. Crossing Narrow Surfaces/Uneven Ground
    2. Moving Through Threatened Squares
    3. Jumping and falling (long jump DCs / high jump DCs)

    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.

    Modifiers or Special Situations

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

    Move Through Threatened Squares


    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.

    Jumping and Falling

    [Long Jump DC Table / High Jump DC Table]

    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.)

    Diving or Jumping into Water

    Table: Diving
    Safe Depth
    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*

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

    The rules below were provided by a 3rd Party Publisher and are therefore not part of the Pathfinder Roleplaying Game rules created by Paizo. Consult your GM to see if these rules are allowed.

    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.

    *Maximum falling damage.

    Acrobatics DC Modifiers


    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.


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


    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.

    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 Reach
    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.