Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the acrobat’s movement rate to less than 90’ (30’).
The acrobat can ignore 10' of height and takes half the damage of a falling.
The acrobat can jump a 10' chasm from a running start, or quickly reach up and jump an obstacle up to 10' high. This distance increases by 5' on every odd level.
The acrobat can run down on 10' wall horizontally, or half of that distance vertically. This distance increases by 5' on every odd level.
The acrobat's basic move speed equals 130' and improves by 5' on every odd level.
The acrobat can perform most difficult actions (such as slow cautious tightrope walking, hanging in place or difficult jumps) without any problem. However, more demanding and dangerous actions, or in unfavorable conditions, require an Acrobatics skill roll, which has a value of 60% at first level and increases by 5% each level.
Base Acribat's AC is 7[12] and improves by 1 on every odd level.
Also, in melee combat, an attack roll can be made with a DEX bonus (but the damage bonus still modified by STR).
When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit.
Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack gains a +4 bonus to hit and inflicts double damage if successful.