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This is a link to the full article.
When I wrote Bench-Pressing, only paid lip-service to skills. To get into more detail was just beyond the scope of that article. Every skill works differently, has different character options that help, there's a huge variety in the magnitude of the DCs we'd typically face, etc. I have decided to write fairly detailed analyses of the more complex and important skills in Pathfinder as stand-alone articles.
This article focuses on Acrobatics.

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Interesting, but I wonder about your choice of using a single average CMD for monsters of a given CR.
There's a big difference in CMDs between class-based humanoids, especially casters on the one hand, and hulking monstrosities on the other hand. You might be able to reliably acrobatics your way past a cleric or rogue while getting past the T-Rex is unlikely.

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Interesting, but I wonder about your choice of using a single average CMD for monsters of a given CR.
There's a big difference in CMDs between class-based humanoids, especially casters on the one hand, and hulking monstrosities on the other hand. You might be able to reliably acrobatics your way past a cleric or rogue while getting past the T-Rex is unlikely.
You're not wrong. I might need a good sentence or two to stick in about how to judge when Acro is worth rolling.