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.
1 This does not apply to checks made to jump.
The Acrobatics skill has three distinct uses:
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.
1 No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.
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.
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.
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).
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.
*Maximum falling damage.
Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.