Jump

(Str, Use Untrained, Equipment Penalty)

Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).

Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump doubles.

If your Jump distance is less than your maximum movement for a round, then you can use the rest of your movement in any other manner that you’re capable of: walk, fly, swim, etc. If your Jump distance exceeds your maximum movement for a round, then your Jump takes a Move Action, and it ends where you land.

If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.

Long Jump (DC varies)A long jump is a horizontal jump that you make across a gap such a the space between two buildings or a chasm. The DC for the jump equals the distance that you’re attempting to cover. Alternatively, if you are simply trying to jump as far as possible, the result of your Jump check equals the distance in feat; e.g., if your Jump check result is 27, then you Jumped 27 feet.

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

Long Jump Distance

Jump DC

5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
30 feet 30
All Jumps require a 20-ft. running start. Without one, double the DC.

 

High Jump (DC varies): A high jump is a vertical leap that you make in order to reach a ledge or grasp something overhead. The DC equals to 4 times the height. Alternatively, divide your check by 4 (rounding down) to determine how high you Jumped; e.g., if your roll were 27, you would have jumped 6 feet.

If you jump up to grab something, a successful check indicates that you reach the desired height. If you want to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC doubles if you do not get a running start of at least 20 feet.

High Jump Distance

Jump DC

1 foot 4
2 feet 8
3 feet 12
4 feet 16
5 feet 20
6 feet 24
7 feet 28
8 feet 32
All Jumps require a 20-ft. running start. Without one, double the DC. High Jumps do not include vertical reach (see below).

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)

Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

Creature Size

Vertical Reach

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 1/2 ft.

 

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

Jumping Down (DC 15): If you intentionally jump from a height, you take less damage than you would if you just fell. You do not have to get a running start to jump down, so 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.

Action: If your Jump is less than your movement, then it part of your Move action. If your Jump distance is greater than your movement (e.g., 30 ft. for a Medium-sized person), then it counts as a single Move action, and that action ends where you land.

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

If you have the Run feat, you get a +4 bonus on Jump checks for any jumps that you make after a running start.

Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.

If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

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