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Acrobatics (Dex)

Source Core Rulebook pg. 240 4.0
Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.
Item Bonuses for Acrobatics - Common Items
ItemBonusLevelCategoryConsumable?Note
Ooze SkinVaries5Alchemical OtherNoEscape and Squeeze checks, varies by consumable level
Bracelet of Dashing+13Other Worn ItemsNo
Aerial Cloak+13Other Worn ItemsNoAcrobatics checks to Balance or Maneuver in Flight
Five-Feather Wreath+14SpellheartsNo
Slick+15Armor Property RunesNoAcrobatics checks to Escape and Squeeze
Boots of Elvenkind+15Other Worn ItemsNo
Five-Feather Wreath (Greater)+18SpellheartsNo
Choker-Arm Mutagen (Lesser)+11Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
Theatrical Mutagen (Lesser)+11Alchemical ElixirsYes
Quicksilver Mutagen (Lesser)+11Alchemical ElixirsYes
Blood Sap+11DrugsYes
Sure-Step Potion+14PotionsYesAcrobatics checks to Balance
Egg Cream Fizz+15Alchemical FoodYesAcrobatics checks to Balance, Maneuver in Flight, and Squeeze
Slick (Greater)+28Armor Property RunesNoAcrobatics checks to Escape and Squeeze
Thunderblast Slippers+29Other Worn ItemsNo
Cloak of the Bat+210Other Worn ItemsNoAcrobatics checks to Maneuver in Flight
Daredevil Boots+210Other Worn ItemsNo
Jaathoom's Scarf+210Other Worn ItemsNoPerformance checks to dance
Boots of Elvenkind (Greater)+211Other Worn ItemsNo
Five-Feather Wreath (Major)+212SpellheartsNo
Theatrical Mutagen (Moderate)+23Alchemical ElixirsYes
Choker-Arm Mutagen (Moderate)+23Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
Quicksilver Mutagen (Moderate)+23Alchemical ElixirsYes
Salve of Slipperiness+25OilsYesAcrobatics checks to Escape or to Squeeze
Slick (Major)+316Armor Property RunesNoAcrobatics checks to Escape and Squeeze
Daredevil Boots (Greater)+317Other Worn ItemsNo
Cloak of the Bat (Greater)+317Other Worn ItemsNoAcrobatics checks to Maneuver in Flight
Anklets of Alacrity+317Other Worn ItemsNo
Mercurial Mantle+318Other Worn ItemsNo
Quicksilver Mutagen (Greater)+311Alchemical ElixirsYes
Choker-Arm Mutagen (Greater)+311Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
Theatrical Mutagen (Greater)+311Alchemical ElixirsYes
Theatrical Mutagen (Major)+417Alchemical ElixirsYes
Choker-Arm Mutagen (Major)+417Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
Quicksilver Mutagen (Major)+417Alchemical ElixirsYes
Item Bonuses for Acrobatics - Uncommon/Rare/Unique Items
ItemBonusLevelCategoryConsumable?Note
Sluggish Bracelet+13Cursed ItemsNo
Boots of Free Running (Lesser)+15Other Worn ItemsNoAcrobatics checks to Balance
Elysian Dew+112PotionsYes
Boots of Free Running (Moderate)+211Other Worn ItemsNoAcrobatics checks to Balance
The Crows+220The Deck of DestinyNoAcrobatics checks to Grapple (+3 at 17th level).
Scour+28DrugsYes
Boots of Free Running (Greater)+317Other Worn ItemsNoAcrobatics checks to Balance

Related Feats

To see a list of Feats related to Acrobatics, click here.

Acrobatics Untrained Actions

Balance [one-action]

Move 
Source Core Rulebook pg. 240 4.0
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
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.

Sample Balance Tasks

Untrained tangled roots, uneven cobblestones
Trained wooden beam
Expert deep, loose gravel
Master tightrope, smooth sheet of ice
Legendary razor’s edge, chunks of floor falling in midair

Tumble Through [one-action]

Move 
Source Core Rulebook pg. 240 4.0
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Acrobatics Trained Actions

Maneuver in Flight [one-action]

Move 
Source Core Rulebook pg. 240 4.0
Requirements You have a fly Speed.
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.

Sample Maneuver in Flight Tasks

Trained steep ascent or descent
Expert fly against the wind, hover midair
Master reverse direction
Legendary fly through gale force winds

Squeeze

Exploration Move 
Source Core Rulebook pg. 241 4.0
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.

Sample Squeeze Tasks

Trained space barely fitting your shoulders
Master space barely fitting your head