Acrobatics measures your ability to perform tasks requiring coordination and grace.
You can spend a reaction to improve your ability to survive a fall. Make an Acrobatics check against a DC set by the GM (typically DC 15).
Critical Success You reduce the falling damage you take by 2d6Success You reduce the falling damage you take by 1d6Failure You do not reduce the falling damage you takeCritical Failure You take full falling damage (all damage dice roll max), and you land hard, falling prone.You move across a narrow surface or uneven ground by spending 1 action to attempt an Acrobatics check against the surface's Balance DC (typically 15, but set by the GM). You are Flat-Footed while using Balance.
Critical Success: You move up to your Speed.Success: You move up to your Speed, treating it as Difficult Terrain (costs 2 actions to move 1 Range).Failure: You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.Critical Failure: You fall, and your turn ends.You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Spend 1 action to make an Acrobatics check against the DC of the effect. This is typically the Unarmed Attacks Check of a Grappler, the Larceny DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.
Critical Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then take a Guarded Step action as a Free Action.Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.Critical Failure: You don’t get free, and you can’t attempt to Escape again until your next turn.You try a difficult maneuver while flying. Attempt an Acrobatics check as a single action. The GM determines what maneuvers are possible, and what the DC for these maneuvers are, but they rarely allow you to move farther than your fly Speed.
Success: You succeed at the maneuver.Failure: Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens (e.g., being blown off course).Critical Failure: As failure, but the consequence is more dire, potentially resulting in a fall.You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; standard tight spaces are difficult terrain you can move through more quickly, without a check.
Critical Success: You squeeze through the tight space in 1 minute per 3 Range.Success: You squeeze through in 1 minute per 1 RangeCritical Failure: You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.You can use two actions to try to move through a space threatened of defended by one enemy, or to get to a target Behind the enemy without provoking Attacks of Opportunity. Attempt an Acrobatics check against the enemy’s Dodge Defence as soon as you try to enter Melee with them. You can Tumble using Climb, Fly, Swim, or another action instead of your standard movement in the appropriate environment.
Success: You move smoothly through the enemy’s space, moving up to 1 Range.Failure: Your movement ends immediately, and you trigger reactions as per normal.