### 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