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jump_skill

Jump (Skill)

JUMP (STR)

Armor Penalty

Use this skill to leap over pits, vault low fences, or reach a tree's lowest branches.

Check: The DC and the distance you can cover vary, according to the type of jump you are attempting. Your Jump check is modified by your speed. The DCs specified below assume a speed of 30 feet (the speed of a typical human). If your speed is less than 30 feet, you take a penalty of -6 for every 10 feet of speed less than 30. If your speed is greater than 30 feet, you gain a bonus of +4 for every 10 feet over 30. For instance, if you have a speed of 20 feet, you take a -6 penalty. If, on the other hand, your speed is 50 feet, you gain a +8 bonus.

If you have ranks in the Jump skill and you succeed on a check, you land on your feet (when appropriate) and can move as far as your remaining movement allows. If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more. Standing from a prone position is a move action.

Distance moved by jumping is counted against maximum movement in a round. For example, Russell can move 30 feet as a move action. To leap over a 15-foot chasm, Russell moves 20 feet in a straight line and jumps 10 feet horizontally (a total distance of 30 feet). He does not have sufficient movement to jump the chasm in a single move action. On his next move action, however, Russell completes the jump and makes a Jump check to see whether he succeeds. If the check succeeds, he clears the remaining 5 feet of the chasm and lands in the 5-foot square beyond the far edge of the chasm-a total distance of 10 feet. If he lands on his feet, he can use the remainder of his move action to move up to 20 feet. If he lands prone, his move action ends and he must take another move action to stand up.

You can start a jump at the end of one turn and complete the jump at the beginning of your next turn.

Long jump: This is a horizontal jump, made across a gap such as a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter the horizontal distance. The DC for the jump is equal to the distance jumped (in feet) + 5. For example, a 10-foot-wide pit requires a Jump check (DC 15) to cross. The DCs for long jumps of 5 to 30 feet are given in the table below. You cannot jump a distance greater than your normal speed.

All Jump DCs covered here assume that you can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

If you fail the check by less than 5, you don't clear the distance, but you can make a Reflex save (DC 15) to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a Climb check (DC 15).

High jump: This is a vertical leap, made to jump up to grasp something overhead, such as a tree limb or ledge. The DC for the jump is 2 + the height x 4 (in feet). For example, the DC for a Hoot high jump is 14 (2 + [3 x 4]). The DCs for high jumps of 1 to 8 feet are given in the table below.

All Jump DCs covered here assume that you can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

If you succeed on the check, you can reach the height. You grasp the object you were trying to reach. If you wish to pull yourself up, you can do so with a move action and a Climb check (DC 15). If you fail the Jump check, you do not reach the height, and land on your feet in the same square from which you jumped.

The difficulty of reaching a given height varies according to the size of the character or creature. Generally, the maxi-mum height a creature can reach without jumping is given in the table below. (As a Medium-size creature, a typical human can reach 8 feet without jumping.) If the creature is long instead of tall (such as a horse), treat it as one size category smaller.

Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a Jump check (DC 10). Doing so counts as 10 feet of movement (so you could move 20 feet, then hop up onto a counter, if your speed is 30 feet). You do not need to get a running start to hop up (the DC is not doubled if you do not get a running start).

Jumping Down: If you intentionally jump from a height, you take less damage than if you just fall. The DC to jump down from a height is 15. You do not have to get a running , start to jump down (the DC is not doubled if you do not get a running start).

If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Thus, if you jump down a height of just 10 feet, you take no damage. If you jump down a height of 20 feet, you take damage as if you had fallen 10 feet.

Special: Effects that increase your speed also increase your jumping distance, since your check is modified by your speed.

You can take 10 when making a Jump check. If there is no danger associated with failing, you can take 20. For example, you are free to take 20 to keep trying until you jump high enough to catch a low-hanging branch. You can't take 20 when attempting to leap across the space separating two buildings, since any failure results in a long fall and damage as your character hits the ground below.

A character with the Acrobatic feat gets a +2 bonus on all Jump checks. A character with the Run feat gains a +2 competence bonus on Jump checks preceded by a 20-foot move.

Tumble can provide a +2 synergy bonus on Jump checks.

Time: Using the Jump skill is either a move action or a full-round action, depending on whether you start and complete the jump during a single move action or a full-round action.

High Jump Distance DC HighJump Distance DC 1 foot 6 5 feet 22 2 feet 10 6 feet 26 3 feet 14 7 feet 30 4 feet 18 8 feet 34

High jumps require a running start of at least 20 feet. Without a running start, the DC doubles.

Creature Size Maximum Height Colossal 128 ft Gargantuan 64 ft Huge 32 ft Large 16 ft Medium 8 ft Small 4 ft Tiny 2 ft Diminutive 1 ft Fine ½ ft

Long Jump Distance DC Long Jump Distance DC 5 feet 10 20 feet 25 10 feet 15 25 feet 30 15 feet 20 30 feet 35

Long jumps require a running start of at least 20 feet. Without a running start, the DC doubles.

jump_skill.txt · Last modified: 2021/12/04 00:39 (external edit)