(Fastplay) Acrobatics

Full Text: Acrobatics | Next: Appraise
Acrobatics
    DC Base: see subtasks
    DC Modifier: +2 slightly obstructed (gravel, sand)
    DC Modifier: +5 severely obstructed (cavern, rubble)
    DC Modifier: +2 slightly slippery (wet)
    DC Modifier: +5 severely slippery (icy)
    DC Modifier: +2 slightly sloped (<45°)
    DC Modifier: +5 severely sloped (>45°)
    DC Modifier: +2 slightly unsteady (boat in rough water)
    DC Modifier: +5 moderately unsteady (boat in a storm)
    DC Modifier: +10 severely unsteady (earthquake)
    Check Frequency: see subtasks
    Check Frequency: when taking damage make another check at the same DC
    Success: apply movement
    Distance: per movement
    Time: per movement
Balance
    Restriction: you are flat-footed
    DC Base: 0 (> 3 feet wide)
    DC Base: 5 (1–3 feet wide)
    DC Base: 10 (7–11 inches wide)
    DC Base: 15 (2–6 inches wide)
    DC Base: 20 (< 2 inches wide)
    DC Modifier: +5 at full speed
    Check Frequency: 1 per round
    Failure: <=4 make DC 20 Reflex save to grab surface edge
    Failure: >=5 you fall, take damage and land prone
    Speeds: half, full
Tumble
    Restriction: you cannot have medium or heavy encumbrance
    Restriction: you cannot wear medium or heavy armor
    DC Base: opponent's CMD when you move to a threatened space
    DC Base: opponent's CMD when you move to enemy an occupied space
    DC Modifier: +2 for each opponent square to be avoid in the same round
    DC Modifier: +10 when moving at full speed
    DC Modifier: +5 while prone
    DC Modifier: +5 at full speed
    Check Frequency: 1 per opponent
    Failure: apply movement to threatened space; take AOO
    Failure: stop movement to occupied square; take AOO
    Speeds: half, full, prone (5 feet)
    Time: full-round action when prone
Jump
    Restriction: distance cannot exceed your maximum movement for the round
    Restriction: surface quality modifiers apply only to the surface you are jumping from
    Restriction: the +5 modifier for moving at full speed does not apply
    DC Base: per type of jump (see subtasks)
    Dice Modifier: +4 racial bonus per 10 feet of speed above 30 feet
    Dice Modifier: -4 racial bonus per 10 feet of speed below 30 feet
    Check Frequency: 1 per jump
    Failure: <= 4 make DC 20 Reflex check to grab far edge or you fall, take damage and (?) land prone (?)
    Failure: >=5 in a horizontal jump, you fall, take damage and land prone
    Failure: >=5 in a vertical jump, you land prone
    Distance: see subtasks
    Speeds: full
    Running Long/High Jump
        Definition: running start >= 10 feet
        DC Base: long jump horizontal distance
        DC Base: high jump vertical distance x 4
        Distance: die roll result in feet whether success or failure
    Standing Long/High Jump
        Definition: standing start <= 10 feet
        DC Base: long jump horizontal distance x 2
        DC Base: high jump vertical distance x 8
        Distance: die roll result in feet whether success or failure
        Distance: half die roll result in feet whether success or failure for a horizontal jump
Soften Fall
    Restriction: your fall must be deliberate or as the result of a missed jump
    Restriction: the +5 modifier for moving at full speed does not apply
    DC Base: 15
    Check Frequency: as the result of a fall
    Success: you fall but subtract 10 feet from the falling distance, take damage and land prone
    Failure: you fall, take damage and land prone
Final Notes
    Bonus Out: Acrobatics (3 ranks) = +3 AC when fighting defensively (normally +2)
    Bonus Out: Acrobatics (3 ranks) = +6 AC when total defense fighting (normally +4)
    Bonus In: +2 Acrobatic (feat)
    Bonus In: +4 Acrobatic (feat) + Acrobatics (10 ranks)
    D20: Balance + Jump + Tumble