The Ascension Project
(Dexterity Based Skill)
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.
|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°)||>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||+5|
The Acrobatics skill has three distinct uses:
- Cross Narrow Surfaces/Uneven Ground
- Move Through Threatened Squares
- Jumping and Falling
- 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.
Acrobatics DC’s to Cross Narrow Surfaces
|Surface Width||Base Acrobatics DC|
|7–11 inches wide||10|
|2–6 inches wide||15|
|Less than 2 inches wide||20|
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.
Acrobatics DC’s to Move Through Threatened Areas
|Situation||Base Acrobatics DC|
|Move through a threatened area||Opponent’s Combat Maneuver Defense|
|Move through an enemy’s space||5 + Opponent’s Combat Maneuver Defense|
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.
Jumping and Falling
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).
While Acrobatics is a dexterity based skill, when making jumps a character may choose to apply their strength modifier to the attempt.
|Acrobatics DC’s for Long Jumps|
|Long Jump||Acrobatics DC|
|Greater than 20 feet||+5 per 5 feet|
|Acrobatics DC’s for High Jumps|
|High Jump||Acrobatics DC|
|Greater than 4 feet||+4 per foot|
Jump DC Modifiers
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.
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.)
Special Situation Diving or Jumping into Water ? EDIT ???
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.
Safe Depth Acrobatics
DC Damage for
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*
*Maximum falling damage.
You are skilled at flying, either through the use of wings or technology, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day.
Table: Flying Maneuver DCs
Flying Maneuver Fly DC
Move less than half speed and remain flying 10
Turn greater than 45° by spending 5 feet of movement 15
Turn 180° by spending 10 feet of movement 20
Fly up at a greater than 45° angle1 20
You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees1, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.
Retry? Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.
Avoid Falling After Being Attacked
You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.
Avoid Falling After Collision
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.
Negate Falling Damage
If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.
High Wind Speeds
Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table.
Table: Wind Effects on Flying
Wind Force Wind Speed Checked Size Blown Away Size Fly Penalty
Light 0–10 mph — — —
Moderate 11–20 mph — — —
Strong 21–30 mph Tiny — –2
Severe 31–50 mph Small Tiny –4
Windstorm 51–74 mph Medium Small –8
Hurricane 75–174 mph Large Medium –12
Tornado 175+ mph Huge Large –16
“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.
“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.
None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
Familiars A spellcaster with a bat familiar gains a +3 bonus on Fly checks.
Fly Speed Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability. Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.
Size A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:
Feats If you have the Acrobatic feat, you get a +2 bonus on Fly skill checks. If you have 10 or more ranks in this skill, the bonus from the Acrobatics feat increases to +4.