Pathfinder acrobatics jump

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You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Acrobatics (jump) check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter.
Pathfinder 2e acrobatics Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start.

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  • pathfinder acrobatics jump

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    Jump vertically Vertical movement doesn't normally count against your speed. If you jump 2 spaces forward and 10, feet up, that's fine, but not 10 spaces forward. On planes with subjective gravity you can even change what way is forward and just only go up (or down).


    Pathfinder bluff You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles. Check: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round.

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    The Acrobatics skill states "No jump can allow you to exceed your maximum movement for the round." To me this sounds like you can get your double movement out of the jump. For example, a character with a speed of 30 ft could get a running start (10 ft) and then jump a 30 ft gap and still have 20 ft of movement left from his second move action.


    Pathfinder perform You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles. Check: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is.

    Pathfinder climb Jump. School transmutation; Level alchemist 1, bloodrager 1, druid 1, magus 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1. The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.

    Pathfinder monk You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).


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