Attack of Opportunity during an acrobatics skill to jump away from enemy?


Rules Questions


So, I just was playing a game where I decided to jump across a 15 foot, 40 foot deep pit to avoid a skeleton boss that had been chasing my ranger for multiple turns. The pit was directly behind me, and the boss to the SE corner square(from me).
As I understood, acrobatics can be used to avoid attacks in the first place, so I tried to say to the DM that I would not get an attack of opportunity by very nature of jumping away from the skeleton and over the pit as an acrobatic check.

In any case, the DM had me do an acrobats check to avoid the attack of opportunity AND to jump over the pit. Lucky, I was able to pass both rolls, not getting hit and making it over, but I would still like clarification for situations that might be similar in the future.

I mean, in hindsight, I shouldn't even have been able to do 2 acrobatic rolls right because that would not fit into the rules governing turn actions?


Your GM is correct, there were two checks to be performed. One to make the jump while the other is to avoid the AoO. They each have different DCs and penalties involved for failure.

Acrobatics does not use an action. It is part of another action.


Its 2 rolls, as you GM ruled, one is Acrobatics(jump) and other is just Acrobatics.

Grand Lodge

Heh. Agreed, two different checks, one to avoid the AoO when you moved away from the skeleton boss, with the boss's CMD as the DC.

The second one, unless you had 10 feet of movement between where you started and the edge of the pit, gets ugly, fast.

15' pit, but, if any of the 15' is within AoO range of the skeleton boss, it would as 5' extra er threatened area, so 20' jump, assuming that you moved away from the boss and started the jump at the same time.

DC 20 acrobatics check, with a running start, or one of the special abilities or feats that let you act as if you had a running start, or DC 40, without. With a running start, and making the avoid AoO check against the skeleton boss harder (CMD +10) would move the jump DC back down to 15 or 30 without a running start.

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