Jump

Key Attribute: Strength

The Jump skill is a movement skill. It allows you to cross gaps in floors, hop over barriers, and quickly reach high ledges overhead.

All jumps are resolved on the same turn as they are initiated. Distance traveled on the ground must be paid for with move actions, whether it is a single move action, a double move action or charge, or even the run action. If completing a jump would cause the jumper to exceed the movement allowed by a single move action, they may spend another move action if it is available to continue the jump. They may spend any unused movement from this action when they land if they land on their feet. If they do not have any additional actions to spend on movement, or elect not to spend one, they still benefit from the full jump distance but they are flatfooted for the remainder of the distance and land prone at the end. They may not regain their footing this round, even if they have actions to spend on doing so.

Most jump abilities are modified by the type of start you have before you attempt the jump. The table below indicates the distance you must move in order to qualify for the listed start type. This movement must be in the same direction as the jump, and must occur immediately before you make the jump. If you have an ability that allows you to make a turn while taking a run or charge action, only the last 5 feet must be in the same direction as the jump. You can use up to two sequential move actions to move a sufficient distance to qualify for a start type, even if this means that you take your jump check in the middle of a turn other than the one you began moving in.

Also note that there you can achieve some large heights with this jump skill. A character does not suffer falling damage for landing from one of their own jumps unless they land below the elevation they jumped from. In that case, they only suffer damage for the difference in elevation. If they jumped 50 feet in the air, and then fell 90 feet to land 40 feet beneath their initial height, they only suffer damage as if the fall was 40 feet high. They still suffer damage from falls as normal even if they could easily jump such a height, however, as the preparation for the jump is not there to mitigate the fall in these cases.

Condition Check Modifier
Standing Start -8
Walking Start -5
Running Start 0
Attempt to Land Without Falling Prone -5
Base Speed is Greater Than 30 Feet +1 per 5 feet greater than 30 feet
Base Speed is Less Than 30 Feet -1 per 5 feet less than 30 feet
High Jump - reduce drift from running start to 1/4 jump height -3
High Jump - eliminate drift from running start -5
High Jump - eliminate drift from walking start -3
Long Jump - increase height of jump to 1/2th jump distance -3
Long Jump - reduce height of jump to 1/8th jump distance -5
Long Jump - eliminate height of jump -8
Creature Size Vertical Reach in Feet Running Start Walking Start
Colossal 128 75 60
Gargantuan 64 60 45
Huge 32 45 30
Large 16 30 20
Medium 8 20 15
Small 4 15 10
Tiny 2 10 5
Diminutive 1 5 -
Fine 1/2 5 -
Check Result Long Jump Calculation Long Jump Distance High Jump Distance
Up to 20 1 foot for every point of your result 0-20 feet 0-5 feet
21-25 20 feet, plus 2 feet for every point over 20 20- 30 feet 5- 7.5 feet
26-30 30 feet, plus 4 feet for every point over 25 30- 50 feet 7.5- 12.5 feet
31-35 50 feet, plus 10 feet for every point over 30 50-100 feet 12.5- 25 feet
36+ 100 feet, plus 20 feet for every point over 35 100+ 25+ feet

Untrained Ability

Just Do It
You may attempt the High Jump Long Jump abilities without the normal -5 untrained penalty in exchange for not being able control your height or distance. The distance of your jump is determined exactly by your check result, and may result in you jumping farther or higher than you intend. This otherwise functions like a use of the High Jump or Long Jump abilities.

Rank 1 Ability

High Jump
You can make a vertical high jump to deal with situations like these. When you make a high jump, you clear a height no greater than one-quarter the distance you would have jumped with a long jump, as indicated in the table above. If you do not wish to use the full height of your check result you are not required to do so. You do not land on your feet after a High Jump, and instead fall prone unless you accept a penalty to your check as indicated above.

Creatures also have vertical reach that allows them to grasp significantly higher than their jump check as shown on the table above. This reach is added to their vertical jump distance to determine the maximum height they can reach with their hands. Thus, a medium creature with a speed of 30 only needs a DC 16 jump check to clear 4 feet vertically, allowing him to hop over a 4 foot wall or reach up 10 feet into the air (4 feet of clearance + 6 feet of reach). Creatures that are longer than they are tall, like panthers and most quadrupeds, are generally treated as one category smaller though exceptions may exist at your DM's discretion.

A high jump check is generally made as part of a move or run action, as described above. The vertical distance of your high jump does not count against your movement for the round, but high jumps come with a horizontal drift that does count against your movement. If you have a running start, you travel a horizontal distance equal to half your high jump distance while in the air. If you have a walking start, you travel a distance equal to one-quarter your high jump distance while in the air instead. This movement is along the same line as your running or walking start. This horizontal movement counts against the move you have remaining from your move action, as described above. You may reduce this drift movement by accepting a penalty to your check as indicated in the table above. Attempting a high jump from a standing start does not come with any drift to account for, but does uses a move action on its own.

You may make multiple jumps as part of a move or run action, so long as the total horizontal distance you move does not exceed your maximum base move for the actions you use to jump. Horizontal movement during a jump counts towards maintaining or reaching a running start. You must spend 5 feet of movement on the ground between jumps to maintain your inertia, however. This holds true over multiple rounds as well, so long as you don’t take any action aside from moving or jumping. Failing to move at least 5 feet on the ground after a jump turns a running start into a walking one, and a walking start into a standing start.

Base DC: None. The maximum height of your jump is determined by your check result.

Success: You clear a height determined by the table above. This height is one-quarter the distance a long jump with the same result would grant you.

Rank 2 Ability

High Jump
You can make a long, horizontal jump to bypass these sorts of hazards. When you make a long jump, you clear a distance no greater than the distance indicated by your check result in the table above. If you do not wish to use the full length of your check result you are not required to do so. You do not land on your feet after a Long Jump, and instead fall prone unless you accept a penalty to your check as indicated above.

If your check is short the required distance by less than your reach (as determined by your size and shape), you can make a DC 15 reflex save to grab the ledge. See the Pull Up ability of the athletics skill for information on getting up from there.

A long jump check is generally made as part of a move or run action, as described above. At the midpoint of a long jump, you attain a vertical height equal to one-quarter of the horizontal distance. You may modify this height by accepting a penalty to your check as indicated in the table above. The vertical distance of your long jump does not count against your movement for the round, but all horizontal movement counts against the move you have remaining from your move action, as described above. Attempting a long jump from a standing start uses one or more move actions depending on the distance. You may begin a run action with a standing long jump if you wish.

If you land a long jump on your feet, you may make additional long jumps as if you had a running start without making additional land movement. This holds true over multiple rounds as well, so long as you don’t take any action aside from moving and jumping.

Base DC: None. The maximum length of your jump is determined by your check result.

Success: You clear a distance determined by the table above.

Rank 4 Ability

You no longer take a penalty to your jump checks when you attempt to land on your feet at the end of a jump.

Rank 5 Ability

Backflip
You can move 5 feet as an immediate action. This movement still provokes attacks of opportunity unless you can tumble out of the way. You may use this ability once per minute.

Rank 7 Ability

Float Like a Butterfly
You may ready a jump as a full-round action. When somebody attacks you, you can discharge this readied action to make a jump skill check and use it in place of your Defense against that attack. If the attack misses you, you may make a free attack against that opponent. They are flat-footed for that attack. You may use this ability once per minute.

Rank 8 Ability

Atlas Jumps
When making a long jump, only one-half of your jump distance counts towards determining when you have exceeded your base move. If you had a base speed of 30 feet, for example, you could move a total of 20 feet along the ground before jumping another 20 feet, for a total distance of 40 feet with 1 move action, without landing prone and flatfooted. Similarly, you could take a run action and run 20 feet before making any number of jumps whose total distance did not exceed 200 feet without penalty, since the jumps would only count 100' towards exceeding your allowed movement. You still land prone and flatfooted if you exceed the base movement granted by your actions this round.

Additionally, when you make a high jump, the maximum height you can achieve is now equal to half the distance you would have attained on a long jump with the same roll. This effectively doubles your high jump capabilities.

Rank 9 Ability

Rending Blade
When you are about to make an attack, make a Jump skill check. If you succeed, you can bring your blade down between two adjacent enemies within reach, attempting to strike both. You may use this ability once per minute.

Base DC: 20

Success: You bring your blade down, attempting to strike both targets. Roll attacks against each. Any of these attacks that hit deals half its normal damage, rounded down.

Failure: All your attacks until the start of your next round suffer a -2 penalty.

Rank 12 Ability

Jump Start
When using a standard action to attack, you can attempt a Jump skill check to treat your attack as a charge. This ability may be used once per minute.

Base DC: 20

Success: You attack is considered a charge. Unlike a normal charge this attack has no movement requirements or restrictions and can even be taken after using other movement in the same turn, but is treated as a charge in all other regards. You must be standing on the ground to use this ability.

Failure: No effect. If you fail this check by more than 5, you suffer a -2 penalty to your attack rolls this turn.

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