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Since jumping is done as part of an action, like running, does it take part of your movement? What happens if you roll a 50 but only have 30 ft speed?
The distance jumped takes up your movement as normal:
No jump can allow you to exceed your maximum movement for the round.

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Does this refer to: a) Base Landspeed b) Double Base Landspeed (double move) or c) Quadruple Base Landspeed (Run) or d) All of the above depending on your action to move?Jiggy wrote:PRD: Acrobatics wrote:No jump can allow you to exceed your maximum movement for the round.
My best guess would be (d).

Poor Wandering One |

My best guess would be (d).Stynkk wrote:Does this refer to: a) Base Landspeed b) Double Base Landspeed (double move) or c) Quadruple Base Landspeed (Run) or d) All of the above depending on your action to move?Jiggy wrote:PRD: Acrobatics wrote:No jump can allow you to exceed your maximum movement for the round.
d the underlying action does not change. So a run action with a jump midway would still be a run action allowing your full run distance.

Poor Wandering One |

Right so kind of a different question about the same thing...
During combat in the round by round does doing something like making a jump check take any particualr action or is it free to do during your move action?
As far as I have been able to determine it is just part of the movement action.

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Right so kind of a different question about the same thing...
During combat in the round by round does doing something like making a jump check take any particualr action or is it free to do during your move action?
Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
Reading FTW! :D

Davick |

Davick wrote:Since jumping is done as part of an action, like running, does it take part of your movement? What happens if you roll a 50 but only have 30 ft speed?The distance jumped takes up your movement as normal:
PRD: Acrobatics wrote:No jump can allow you to exceed your maximum movement for the round.
I read acrobatics before posting this, and totally missed it.

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Yes but my understanding is that you can still jump farther than your movement just "not in a single round". A character that jumps 50 ft but has a move of 30 completes it's jump the next round. Thus the character is literally in mid air at the end of round 1 and lands in round 2.

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Yes but my understanding is that you can still jump farther than your movement just "not in a single round". A character that jumps 50 ft but has a move of 30 completes it's jump the next round. Thus the character is literally in mid air at the end of round 1 and lands in round 2.
This explicitly was the case in SRD 3.5, which didn't have the limit on jumps not exceeding the maximum movement during a round. If you ended mid air, your next action needed to be movement to complete the jump (a requirement which is missing from PF). I think that the intent for PF was to eliminate jumps that stretched from one round to the next; that your jump must land in the round in which it started. The wording, when read explicitly, doesn't provide that limitation. Nor does it require that you complete the jump. For the literal crowd, it is possible in PF for a character with 30 feet of movement to move 50 feet, jump 20 feet (but only complete 10), begin the next round in mid air, and then just stay there. :)
Note, I am not advocating this nor suggesting it is a reasonable interpretation. :)