Barbarians and jumping while raging


Rules Questions

Silver Crusade

As it rage reads right now is, While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride), the Concentration skill, any feats which have a minimal Charisma, Dexterity or Intelligence prerequisite.

My question is while in a rage a barbarian CANNOT jump in any form because it fall under a dex skill. So a barbarian who kills the enemy in front of him, then on his next turn looks for a target and see a enemy standing on the other side a pit 10ft wide he has to stop his rage (making him fatigued) to jump to the other side and attack him. Some how that does not seem right. I bring up and fantasy movie or book with Ragers in it while they rage they are seen Jumping to reach their enemies
so why is that Pathfinder Barbarians can't jump AT ALL while raging?

Also intimidate should able to use it works on the precision and looking intimating and well as words, so i think Intimidate and only intimidate should legal.


Pathfinder Maps Subscriber

Jumping is in the Acrobatics skill and, as such, is explicitly allowed.

Intimidate is also explicitly allowed.


Azreed wrote:

so why is that Pathfinder Barbarians can't jump AT ALL while raging?

Also intimidate should able to use it works on the precision and looking intimating and well as words, so i think Intimidate and only intimidate should legal.

Well the reason is because you didn't read or understand the rules.

As SlimGauage states, acrobatics includes your ability to jump and Intimidate is specfically noted as an exception.

Quote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Quote:
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. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

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