Skip to content

Acrobatics

Dexterity, Armor Check Penalty Applies

Acrobatics represents one’s ability to balance, fly, and tumble. It has a focus on agility and dexterity actions and is highly useful for skill challenges or combat situations. In unique situations it might be used for performance or in replace of Athletic actions.


Balance

  • Single Action or Free Action
  • Proficient Only: No

This action is made to balance on a narrow surface, a slippery area, or otherwise need precise footing and weight placement. Often this is used during skill challenges or combat for mobility purposes. Starting a balance is a single action, maintaining it is a free action. The DC for this action depends on the surface being balanced on.

Flat surfaces, such as boards or walls, usually are DC 15, while taut objects, like rope, are DC 20. Icy conditions, like an ice floor or ice-covered water, are DC 15 but ice on already narrow surfaces can raise the DC by 5 to 10 points.


Escape

  • Single Action
  • Proficient Only: No

You can use an Acrobatics check to escape the Grabbed condition by wriggling free. This is against the opponent’s Passive Athletics or a listed DC for the triggering cause. The other option to remove the Grabbed condition is through using Athletics with the Break Grapple action.


Flying

  • Single Action
  • Proficient Only: Yes, but can attempt Untrained

To maintain flying in difficult Acrobatics can be used to fly in rough weather. When flying in rough weather, you also treat the area as difficult terrain in addition to the necessary skill checks. Most storms, high winds, or rain require a DC 15. Very strong winds, icy or wintry weather, or poor visibility might increase that to DC 20 to 25. Hurricane level conditions can boost the DC to 30 or more.


Tumble

  • Single Action
  • Proficient Only: Yes, but can attempt Untrained

You can use Acrobatics checks to move through an enemy’s square without provoking Attacks of Opportunity. The DC for this is equal to the enemy’s AC.