Acrobatics measures your ability to perform tasks requiring coordination and grace.
You can spend 3 actions to improve your ability to survive a fall. By making an acrobatics check against a DC set by the GM (typically DC 15), you can reduce the damage you take from a fall.
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, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).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. Attempt an Acrobatics check against the DC of the effect. This is typically the Unarmaed Attacks Check of a creature grabbing you, the Manipulation 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 Stride up to 5 feet.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. The GM determines what maneuvers are possible, 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. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).Critical Failure As failure, but the consequence is more dire.You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.Success You squeeze through in 1 minute per 5 feet.Critical 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 DC as soon as you try to enter Melee with it. You can Tumble using Climb, Fly, Swim, or another action instead of your standard in the appropriate environment.
Success You move through the enemy’s space, moving up to 1 Range.Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.