JUMP
(STR; ARMOR
CHECK 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 is doubled.
Distance moved by jumping is counted against your normal maximum
movement in a round.
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: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in 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 a chasm or gap, getting up requires a
move action and a DC 15
Climb check.
Long Jump Distance
|
Jump DC1
|
5 feet
|
5
|
10 feet
|
10
|
15 feet
|
15
|
20 feet
|
20
|
25 feet
|
25
|
30 feet
|
30
|
1 Requires a 20-foot running start. Without a running start, double the DC. |
High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
If you jumped up to grab something, a successful
check indicates that you reached the desired height. If you wish 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 is doubled if you do not get a running start of at least 20 feet.
High Jump Distance1
|
Jump DC2
|
1 foot |
4
|
2 feet |
8
|
3 feet |
12
|
4 feet |
16
|
5 feet |
20
|
6 feet |
24
|
7 feet |
28
|
8 feet |
32
|
1 Not including vertical reach; see below. |
2 Requires a 20-foot running start. Without a running start, double the DC. |
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: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump
check. 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: If you intentionally jump from a height, you take less
damage than you would if you just fell. The DC to jump down from a height is 15. 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: None. A Jump
check is included in your
movement, so it is part of a
move action. If you
run out of
movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a
move action to complete the jump.
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 made after a running start.
If you have the
Acrobatic feat, you get a +2 bonus on Jump checks.
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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