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(Criou página com 'Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need t...') |
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When you land in difficult terrain, you must succeed on a DC 10 Acrobatics check to land on your feet. Otherwise, you land Prone. | When you land in difficult terrain, you must succeed on a DC 10 Acrobatics check to land on your feet. Otherwise, you land Prone. | ||
'''High Jump'''. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make an Athletics check to jump higher than you normally can. | |||
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You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 ¹/₂ times your height. | |||
= The Environment = | |||
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. | |||
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