Acrobatics
When you attempt to Escape by wriggling or squeezing out of bindings, Squeeze through tight spaces, or Traverse slippery or unsteady terrain, you make an Acrobatics roll against the DC of the obstacle or hazard to do so.
You can also attempt to perform an acrobatic stunt such as doing a flip, jumping a certain distance, turning around during flight, and so forth. The DC varies by the difficulty of the maneuver.
Flying: Flight requires a flying speed. Every round you must invest at least 1 action to flying (Shift, Sprint, or Stride) or you fall. Flying is always an acrobatic stunt DC10 to Sprint, DC15 to Stride, DC20 to Shift. Bad weather conditions and wind apply double their penalty to attack rolls to all attempts to fly. Failing an attempt to fly means you fall, although a regular failure allows you to make another attempt as a Reaction to stop falling while a critical failure does not (and you must use normal actions).
Glide: Gliding functions as flying except you cannot move upwards (away from gravity) with a gliding speed and you automatically descend 1 vertical space every round you glide at the end of your turn. This descent does not count against your movement.
Jumping: When you attempt to jump a certain distance, you make an Acrobatics roll. Half your result or remaining base speed is the maximum distance you can leap horizontally. This increases to your full result if you get a running head start before leaping, which requires a distance of at least 2 spaces. If you attempt to jump straight up instead of leap horizontally, cut this distance in half. If you have the Great Leap ability, you're always treated as having a running head start and can jump and leap a distance up to your remaining base speed or full result, whichever is better.
Slow Fall:
Crit Success: Stop fall immediately,
Success: Stop fall after falling 1d10 x 5 feet.
Failure: As a success but 1d10 x 10 feet.
Critical Failure: You continue to fall.