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There is a Legacy version here.

Acrobatics (Dex)

Source Player Core pg. 233
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. You can also use it for the basic actions Arrest a Fall and Grab an Edge instead of Reflex.
Item Bonuses for Acrobatics - Common Items

Item Bonuses for Common items

Ability/SkillItemBonusLevelCategoryConsumable?Note
AcrobaticsOoze SkinVaries5Alchemical OtherNoEscape and Squeeze checks, varies by consumable level
AcrobaticsAerial Cloak+13Other Worn ItemsNoAcrobatics checks to Balance or Maneuver in Flight
AcrobaticsBracelet of Dashing+13Worn ItemsNo
AcrobaticsFive-Feather Wreath+14SpellheartsNo
AcrobaticsSlick+15Armor Property RunesNoAcrobatics checks to Escape and Squeeze
AcrobaticsArboreal Boots+15Worn ItemsNo
AcrobaticsFive-Feather Wreath (Greater)+18SpellheartsNo
AcrobaticsQuicksilver Mutagen (Lesser)+11Alchemical ElixirsYes
AcrobaticsBlood Sap+11DrugsYes
AcrobaticsChoker-Arm Mutagen (Lesser)+11Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
AcrobaticsTheatrical Mutagen (Lesser)+11Alchemical ElixirsYes
AcrobaticsSure-Step Potion+14PotionsYesAcrobatics checks to Balance
AcrobaticsEgg Cream Fizz+15Alchemical FoodYesAcrobatics checks to Balance, Maneuver in Flight, and Squeeze
AcrobaticsSlick (Greater)+28Armor Property RunesNoAcrobatics checks to Escape and Squeeze
AcrobaticsThunderblast Slippers+29Other Worn ItemsNo
AcrobaticsArboreal Boots (Greater)+29Worn ItemsNo
AcrobaticsCloak of the Bat+210Other Worn ItemsNoAcrobatics checks to Maneuver in Flight
AcrobaticsJaathoom's Scarf+210Other Worn ItemsNoPerformance checks to dance
AcrobaticsDaredevil Boots+210Worn ItemsNo
AcrobaticsFive-Feather Wreath (Major)+212SpellheartsNo
AcrobaticsQuicksilver Mutagen (Moderate)+23Alchemical ElixirsYes
AcrobaticsChoker-Arm Mutagen (Moderate)+23Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
AcrobaticsTheatrical Mutagen (Moderate)+23Alchemical ElixirsYes
AcrobaticsSalve of Slipperiness+25OilsYesAcrobatics checks to Escape or to Squeeze
AcrobaticsSlick (Major)+316Armor Property RunesNoAcrobatics checks to Escape and Squeeze
AcrobaticsCloak of the Bat (Greater)+317Other Worn ItemsNoAcrobatics checks to Maneuver in Flight
AcrobaticsCloak of Swiftness+317Other Worn ItemsNo
AcrobaticsDaredevil Boots (Greater)+317Worn ItemsNo
AcrobaticsMercurial Mantle+318Other Worn ItemsNo
AcrobaticsQuicksilver Mutagen (Greater)+311Alchemical ElixirsYes
AcrobaticsChoker-Arm Mutagen (Greater)+311Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
AcrobaticsTheatrical Mutagen (Greater)+311Alchemical ElixirsYes
AcrobaticsQuicksilver Mutagen (Major)+417Alchemical ElixirsYes
AcrobaticsChoker-Arm Mutagen (Major)+417Alchemical ElixirsYesAcrobatics checks to Escape, Squeeze, and Tumble Through
AcrobaticsTheatrical Mutagen (Major)+417Alchemical ElixirsYes

Item Bonuses for Uncommon/Rare/Unique items

Ability/SkillItemBonusLevelCategoryConsumable?Note
AcrobaticsSluggish Bracelet+13Cursed ItemsNo
AcrobaticsBoots of Free Running (Lesser)+15Other Worn ItemsNoAcrobatics checks to Balance
AcrobaticsElysian Dew+112PotionsYes
AcrobaticsBoots of Free Running (Moderate)+211Other Worn ItemsNoAcrobatics checks to Balance
AcrobaticsThe Crows+220The Deck of DestinyNoAcrobatics checks to Grapple (+3 at 17th level).
AcrobaticsScour+28DrugsYes
AcrobaticsBoots 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 Player Core pg. 233
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 off-guard 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.

Tumble Through [one-action]

Move 
Source Player Core pg. 233
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 Player Core pg. 233
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.

Falling

When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear here.

Squeeze

Exploration Move 
Source Player Core pg. 233
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.