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Ogre:CharacterCodex:Skills:Acrobatic
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==Jump== {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !Ability |Strength |- !Action |Short |- !Armor Penalty |Maneuver |- !Untrained |Yes |- !Concentration |No |} '''Synergy:''' Tumble '''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. 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 -4 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. If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). 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 10 Dexterity check 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 short action and a DC 15 Climb check. 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 short 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. 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.) Quadrupled creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller. {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !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. Pole Vaulting: You can use a pole or pole weapon to enhance your jumps. When you jump while holding a pole or pole weapon you can add a +2 tools bonus to your jump check. A flexible pole can be used to enhance height, and a stiff pole can enhance horizontal distance. The pole must be approximately as long as you are tall but could be longer. Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed. '''Total Failure:''' You fall. If there is something on which you can hold within reach, generally 5 feet, you can make a Dexterity check DC 10 to catch yourself with a penalty equal to your rotf. If the fall does not kill you, you are prone. ===Feats=== ====Pole Vaulting, Improved==== : When you jump while holding a pole or pole weapon you can add a +4 tools bonus to your jump check. : '''Specialist:''' When you jump while holding a pole or pole weapon you can add a +8 tools bonus to your jump check. : '''Expert:''' When you jump while holding a pole or pole weapon you can add a +16 tools bonus to your jump check. : '''Master:''' When you jump while holding a pole or pole weapon you can add a +32 tools bonus to your jump check. ====Short Running start==== : Your run start before jumping is reduced to 15 feet. : '''Specialist:''' Your run start before jumping is reduced to 10 feet. : '''Expert:''' Your run start before jumping is reduced to 5 feet. : '''Master:''' Your do not need a run start before jumping. ====Use speed==== : Modifiers based on speed now start at 25 feet. : '''Specialist:''' Modifiers based on speed now start at 20 feet. : '''Expert:''' Modifiers based on speed now start at 15 feet. : '''Master:''' Modifiers based on speed now start at 10 feet.
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