| IronDesk |
If I am making an acrobatics check to jump as part of a move action, is my toatl movement:
a) my base speed plus the result of my acrobatics check
b) my base speed, with the result of my acrobatics check representing how much of that distance is jump distance. In which case I can never jump farther than my base speed irregardless of the success of my acrobatics check.
I'm assuming the answer is b) or else everybody would be running and jumping everywhere for the free extra movement, but its not stated in the acrobatics skill description, so I thought I should check
| Lord Pendragon |
b) with a caviat: If you have not landed by the end of your movement you are now falling X distance per round which could be considered 'extra distance' (with a splat at the end). :D
I'm fairly sure in that situation you'd continue your movement the next round to complete the jump, assuming your check gave you enough distance to make it in the first place...
| IronDesk |
Lord Pendragon:
The Elusive Jackalope already posted this but I will repost:
CRB p88 wrote:No jump can allow you to exceed your maximum movement for the round.IE: you missed your jump and started falling. See falling rules for distance traveled per round.
- Gauss
Thanks all
So that means if I have a 30 ft speed, and require 10 ft running start, that I can never clear more than 20 ft on a jump (barring magic etc)