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Jump (Str; Armor Check Penalty)
Check
The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.
Type of Jump Minimum Distance Additional Distance Maximum Distance Running jump* 5 ft. +1 ft./1 point above 10 Height X 6 Standing jump 3 ft. +1 ft./2 points above 10 Height X 2 Running 2 ft. +1 ft./4 points above 10 Height X 1 1/2 high jump* Standing 2 ft. +1 ft./8 points above 10 Height high jump Jump back 1 ft. +1 ft./8 points above 10 Height *The character must move 20 feet before jumping. A character can't take a running jump in heavy armor. The distances listed are for characters with speeds of 30 feet. If the character has a lower speed (from armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If the character has a higher speed (because the character is a barbarian or an experienced monk, for instance), increase the distance jumped proportionally.
Distance moved by jumping is counted against maximum movement in a round normally.
If the character intentionally jumps down from a height, the character might take less damage than if the character just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen 10 feet less than the character actually did.
Jumping and Falling
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).
Table: Acrobatics DC’s for Long Jumps Long Jump Acrobatics DC 5 feet 5 10 feet 10 15 feet 15 20 feet 20 Greater than 20 feet +5 per 5 feet
Table: Acrobatics DC’s for High Jumps High Jump Acrobatics DC 1 foot 4 2 feet 8 3 feet 12 4 feet 16 Greater than 4 feet +4 per foot
Table: Diving.
Table: Diving Dive
HeightMinimum
Safe DepthAcrobatics
DCDamage for
Failed Dive10 ft. 10 ft. 15 None 20 ft. 10 ft. 15 None 30 ft. 10 ft. 15 1d3 nonlethal 40 ft. 20 ft. 15 2d3 nonlethal 50 ft. 20 ft. 20 2d3 nonlethal +1d6 60 ft. 20 ft. 20 2d3 nonlethal + 2d6 70 ft. 30 ft. 20 2d3 nonlethal + 3d6 80 ft. 30 ft. 20 2d3 nonlethal + 4d6 90 ft. 30 ft. 20 2d3 nonlethal + 5d6 100 ft. 30 ft. 20 2d3 nonlethal + 6d6 110 ft. 30 ft. 25 2d3 nonlethal + 7d6 120 ft. 30 ft. 25 2d3 nonlethal + 8d6 160 ft. 30 ft. 30 2d3 nonlethal + 12d6 210 ft. 30 ft. 35 2d3 nonlethal + 17d6 240 ft. 30 ft. 35 2d3 nonlethal + 20d6* *Maximum falling damage.
- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts); Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses. https://www.d20pfsrd.com/skills/knowledge
Table: Spellcraft DCs Task Spellcraft DC Identify a spell as it is being cast 15 + spell level Learn a spell from a spellbook or scroll 15 + spell level Prepare a spell from a borrowed spellbook 15 + spell level Identify the properties of a magic item using detect magic 15 + item’s caster level Decipher a scroll 20 + spell level Craft a magic item Varies by item
Table: Climb DCs DC Example Surface or Activity 0 A slope too steep to walk up, or a knotted rope with a wall to brace against. 5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. 10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. 15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. 20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon. 21 A typical buildings upper-story wall 25 A typical buildings lower-story wall 25 A rough surface, such as a natural rock wall or a brick wall. 30 An overhang or ceiling with handholds but no footholds, or a typical city wall — A perfectly smooth, flat, vertical (or inverted) surface cannot be climbed.
Table: Climb DC Modifiers by Surface or Activity Climb DC
ModifierExample Surface or Activity –10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls. –5 Climbing a corner where you can brace against perpendicular walls. +5 Surface is slippery. * These modifiers are cumulative; use all that apply.
Table: Bluff Modifiers Circumstances Bluff Modifier The target wants to believe you +5 The lie is believable +0 The lie is unlikely –5 The lie is far-fetched –10 The lie is impossible –20 The target is drunk or impaired +5 You possess convincing proof up to +10
- History (wars, colonies, migrations, founding of cities) https://www.d20pfsrd.com/skills/knowledge
- Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) https://www.d20pfsrd.com/skills/knowledge
- Nobility (lineages, heraldry, personalities, royalty) https://www.d20pfsrd.com/skills/knowledge <
7. Insight (Wisdom)
https://www.d20pfsrd.com/skills/sense-motive (small sample with table)
Table: Sense Motive DC’s Task Sense Motive DC Hunch 20 Sense enchantment 25 or 15 Discern secret message Varies
*This skill is used as the counter to Deception, Intimidation, Performance, and Persuasion. (high roll wins)
*This skill can give a character an Empathic read on a character. The base system is skilled Insight against a skilled Deception roll. The caster must beat the target's Insight roll. If the target does not have the Deception skill, a caster with the Insight skill rolls with advantage, while the target rolls with disadvantage.
*when combined with the Deception skill, against a rivals Deception attempt, this allows to guess at a characters hidden motives.
*when combined with a proficiency in Disguise kit, this allows for the character too guise at the disguised real appearance.
*when combined with the Investigation skill, this allows to guess at the emotional state of someone investigated, even when they are absent at something like a crime scene.
*when combined with the Performance skill, against a rivals Performance attempt, this allows to guess at the quality level of the rival's attempt and their artistic weaknesses.
*when combined with the Persuasion skill, against a rivals Persuasion attempt, this allows to guess at the quality level of the rival's attempt and their argument's weaknesses. This would allow for advantage on a counter argument if successful. This is more about delivery style than specific information.