Skill (Dexterity)

Armor Check Penalty

Skill Use Action DC Description Trained Only Retry Take 10 Take 20 Source
Balance As part of Move Action Variable Allows you to move at half speed along a narrow surface such as a ledge or wire. No No Yes No Core
Catch Item Free Action 20 You can catch a disarmed object. Yes Yes Yes No SNV
Cross Difficult Terrain As part of Move Action 15 You can move through difficult terrain at your normal speed. No Yes Yes No Core
Escape Bonds Variable Variable You can slip free of restraints, wriggle through a tight space, or escape from a grapple. No Yes Yes No Core
Fall Prone Free Action 15 You can drop prone as a free action. Yes No Yes No Core
Long Falls Immediate Action 20 You can guide your descent over great distances. No No Yes No KotOR
Low and High Gravity Environments Immediate Action 20 You can negate the penalties to attack rolls in low and high gravity environments. Yes No Yes No TFU
Nimble Charge As part of Move Action 25 You can charge through low objects and difficult terrain. Yes Yes Yes No SNV
Reduce Falling Damage Immediate Action 15 You can treat a fall as if it were 2 squares shorter per 10 points beyond DC 15 for purposes of determining damage. Yes No Yes No Core
Stand Up from Prone Swift Action 15 You can stand up from prone as a swift action. Yes No Yes No Core
Tumble As part of Move Action 15 You can tumble through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Yes No Yes No Core
Zero Gravity Environments Immediate Action 20 You can reduce the penalties to attack rolls in zero gravity environments from -5 to -2. Yes No Yes No TFU

You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.

Balance

A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Acrobatics check to catch the ledge or wire.

Narrow Surface Acrobatics DC
8-15 cm wide 10
4-7 cm wide 15
Less than 4 cm wide 20

You are considered flat-footed while balancing, and thus you lose your Dexterity bonus to your Reflex Defense (if any). If you are trained in Acrobatics, you aren't considered flat-footed while balancing.

If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.

Catch Item

;Trained Only ;Source: SNV

Whenever you successfully disarm your opponent, you can make a DC 20 Acrobatics check as a free action. If the Acrobatics check succeeds, you snatch the object from the air. You must have at least one hand free to grab the item.

Cross Difficult Terrain

With a successful DC 15 Acrobatics check, you can move through difficult terrain at your normal speed.

Escape Bonds

With a successful Acrobatics check, you can slip free of restraints (DC varies; see table below), wriggle through a tight space (DC 20), or escape from a grapple (DC = the grappler's grapple check) . The DC to slip free of a restraint depends on the type of restraint (see table).

It takes an standard action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs, or manacles.

Restraint Acrobatics DC
Ropes 10
Net 15
Binder Cuffs 25

;Escape Artist ;Trained Only ;Source: SNV

By increasing the DC by 10, you can reduce the time required to Escape Bonds. Escaping a grapple takes a move action; escaping a net or moving 1 square through a tight space requires a standard action; and only 5 rounds are required to escape from ropes, binder cuffs, or manacles.

Fall Prone

;Trained Only:

If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead of a swift action).

Long Falls

;Source: KotOR

When falling great distances, you can attempt to use your Acrobatics skill to guide your descent. Make a DC 20 Acrobatics check to land on a target near a square you would normally land in. You can adjust your target by 1 square for every 60 meters fallen. Gamemasters can give favorable or unfavorable circumstance adjustments to the check based on mitigating circumstance - for example, the amount of wind or the favorable use of equipment, such as baggy clothing.

Low and High Gravity Environments

*Source: TFU ;Trained Only:

You can make a DC 20 Acrobatics check to negate the penalties to attack roles in low and high gravity environments.

Nimble Charge

;Trained Only ;Source: SNV

If you succeed on a DC 25 Acrobatics check, you can charge through low objects and difficult terrain. If you fail this check, you cannot attack at the end of your movement. You can combine this use with the Cross Difficult Terrain use, however, the DC increases to 35.

Reduce Falling Damage

;Trained Only:

With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet.

If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check.

Stand Up from Prone

;Trained Only:

If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).

Tumble

;Trained Only:

If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you tumble through counts as 2 squares of movement.

Zero-Gravity Environments

*Source: TFU ;Trained Only:

You can use the Acrobatics skill to help maneuver in zero-gravity environments. When crossing wide spaces or traversing congested areas, you can make an Acrobatics check (at no penalty) to arrive on target. As a swift action, you can make a DC 20 Acrobatics check to lessen your attack roll and skill check penalty to -2, instead of the normal -5.

Special

*You can't take 10 or take 20 on an Acrobatics check. *If you are trained in Acrobatics, you gain a +5 dodge bonus to your Reflex Defense when fighting defensively.