taking 10 in combat ?


Rules Questions


if my kineticist uses air's leap can he take 10 in combat on the jump check if he's atleast 30ft away from the enemy after he makes an attack since he's not technically threatened or would combat always count as distraction where you can never take 10.


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'In combat' means your kineticist is a little worried about things, like perhaps that halfling with the longbow, pile of arrows, and sadistic gleam in her eye. I'd say no, combat is always a distraction unless you're so covered you're effectively not part of the combat.


You do not need to be in AoO-territory, aka the reach of a monster, to be distracted by combat.

To be able to Take 10 in combat you need an ability that explicitly allows it.


ok thanks i figured i wouldn't be able to was just curious.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As a rule of thumb, if there are enemies about, and you're acting in initiative order, then you're in combat and can't take 10.

Expect table variance.


new question does the kineticist's airs leap override the rules of not being able to jump more then your max movement speed ?

Scarab Sages

No, it does not. You are still limited by land speed with Air's Leap.


hm thats a shame cause with the way its worded seems like it would


cause here's how its worded

Air's Leap

Element(s) air; Type utility (Su); Level 1; Burn 0

You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

and here is fast movement from acrobatics page

Faster Base Movement: 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.

so they kinda seem like they contradict each other.

Scarab Sages

They don't contradict each other. Air's Leap does what it says it does and no more. It lets you always have a running jump, you add your level to the checks, and you double or quadruple the distance leaped. It doesn't say you can bypass the maximum speed limit on jump, so you cannot.


the reason i kept thinking it overwrote the distance traveled was because it just said you leap or jump twice as far as your check, and no where in the ability does it say you can only jump as far as your max speed.


It doesn't have to. Unless an ability says it overrides a general limitation like that, it doesn't.


if thats the case air cushion is a much better choice then ever taking air's leap unless you somehow manage to get high base land speed as a player race.

Scarab Sages

It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.

But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.

Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.


boots are enhancement spells are enhancement dont stack


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Imbicatus wrote:

It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.

But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.

Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.

Was it ever confirmed that you fall when paralyzed while flying via magic?


jonhl1986 wrote:
boots are enhancement spells are enhancement dont stack

Not all of the spells are enhancement bonuses. At the very least burst of speed is an untyped bonus.

The various polymorph spells just change your speed (they don't give a bonus), and so would stack with the boots.


Ravingdork wrote:
Imbicatus wrote:

It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.

But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.

Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.

Was it ever confirmed that you fall when paralyzed while flying via magic?

There was a faq post on the topic. In summary the rules on the effect on paralysis and flight apply to all forms of flight, whether by wing or spell, without distinction.

Pathfinder Design Team wrote:

Answered in FAQ!

FAQ wrote:

Flight and Magical Flight: Can a paralyzed or stunned creature keep flying with magical flight? Does a creature with magical flight not apply bonuses or penalties to Fly checks because it doesn’t have a “natural” fly speed? Does flying make a creature immune to being flat-footed?

No, any creature that loses all actions can’t take an action to attempt a Fly check to hover in place and thus automatically falls. That includes a paralyzed, stunned, or dazed creature. Magical flight doesn’t act any differently, even for paralysis, as it isn’t a purely mental action. A creature with 0 Dexterity can’t fly, and paralysis sets a creature’s Dexterity to 0. Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect. Finally, the statement “You are not considered flat-footed while flying” means that flying (unlike balancing using Acrobatics or climbing) doesn’t automatically make you flat-footed or force you to lose your Dexterity bonus to AC; it doesn’t mean that flying makes you immune to being caught flat-footed.

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