Check: The DC and the distance the character can
cover vary according to the type of jump the character is attempting.
The character's Jump
check is modified by his or her
speed. The DCs specified below assume a
speed of 30 feet (the
speed of a typical human). If the character's
speed is less than 30 feet, he or she takes a penalty of -6 for every 10 feet of
speed less than 30. If the character's
speed is greater than 30 feet, he or she gains a bonus of +4 for every 10 feet over 30.
If the character has ranks in the Jump
skill and succeeds on a
check, the character lands on his or her feet (when appropriate) and can move as far as the character's remaining movement allows. If the character attempts a Jump
check untrained, the character lands prone unless he or she beats 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. A character 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, the character attains a vertical height equal to one-quarter the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). The DCs for
long jumps of 5 to 30 feet are given in the table below. A character cannot jump a distance greater than his or her normal
speed.
All Jump DCs covered here assume that the character 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.
Long Jump Distance
|
DC
1
|
Long Jump Distance
|
DC
1
|
5 feet |
5
|
20 feet |
20
|
10 feet |
10
|
25 feet |
25
|
15 feet |
15
|
30 feet |
30
|
1 Requires a 20-foot move. Without a 20-foot move, double the DC. |
If the character fails the
check by less than 5, he or she doesn't clear the distance, but can make a Reflex save (DC 15) to grab the far edge of the gap. The character ends his or her movement grasping the far edge. If that leaves the character 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 the height x4 (in feet). The DCs for
high jumps of 1 to 8 feet are given in the table below.
All Jump DCs covered here assume that the character 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.
High Jump Distance
|
DC
1
|
High Jump Distance
|
DC
1
|
1 foot |
4
|
5 feet |
20
|
2 feet |
8
|
6 feet |
24
|
3 feet |
12
|
7 feet |
28
|
4 feet |
16
|
8 feet |
32
|
1 Requires a 20-foot move. Without a running start, double the DC. |
If the character succeeds on the
check, he or she can reach the height. The character grasps the object he or she was trying to reach. If the character wishes to pull him or herself up, the character can do so with a
move action and a Climb
check (DC 15). If the character fails the Jump
check, he or she does not reach the height, and lands on his or her feet in the same square from which the character jumped.
The difficulty of reaching a given height varies according to the size of the character or creature. Generally, the maximum 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, treat it as one size category smaller.
Creature Size
|
Maximum Height
|
Colossal |
128 ft. |
Gargantuan |
64 ft. |
Huge |
32 ft. |
Large |
16 ft. |
Medium-size |
8 ft. |
Small |
4 ft. |
Tiny |
2 ft. |
Diminutive |
1 ft. |
Fine |
0.5 ft. |
Hop Up: The character can jump up onto an object as tall as his or her waist with a Jump
check (DC 10). Doing so counts as 10 feet of movement. The character does 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 the character intentionally jumps from a height, he or she takes less
damage than if the character just falls. The DC to jump down from a height is 15. The character does not have to get a running start to jump down (the DC is not doubled if the character does not get a running start).
If the character succeeds on the
check, he or she takes
falling damage as if the character had dropped 10 fewer feet than he or she actually did.
Special: Effects that increase a character's
speed also increase the character's jumping distance, since the
check is modified by the character's
speed.
A character can take 10 when making a Jump
check. If there is no danger associated with failing, the character can take 20.
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 (see
Skill Synergy).
Find topic in: Arcana, Characters, Future |
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