Jump Skill
General Skills Rules:
- Taking 10: If you are not threatened or distracted you can take 10 on a roll.
- Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
- “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
- “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
- Retries: Yes
- Requires: usually as part of a move action. Distance moved with a jump counts against your normal maximum movement for a round.
- Untrained: if you do not have ranks in jump, after a jump you fall prone. If you have ranks you land on your feet.
- Running Start: assumes 20’ to run first.
- Long Jump: at the midpoint of a long jump the vertical distance is 1/4th the horizontal distance covered. If you fail by more then 5 you fail to cover the distance. If you fail by 4 or less you cover the distance but fall prone. If there is an edge to grab if you fail it requires a DC 15 reflex save to catch.
- High Jump: the DC is 4x distance to be covered, subtract your vertical reach from the distance to be covered. if successful you can reach that height with your hands.
- Hop Up: To land on your feet on something above you, add your ½ your height to the distance to be covered and do not subtract your vertical reach. If you are trying to hop on something waist high or lower, it’s a flat DC 10 without penalty for not running.
- Vertical Reach is based on size: Fine ½’, Diminutive 1’, tiny 2’, small 4’ medium 8’, large 16’, huge 32’, gargantuan 64’, colossal 128’.
- Jumping from the water (SW 85): use swim speed for calculating long jumps from water, +4 per 10’ over 30’ swim speed, -6 penalty per 10’ less then 30’ speed. Creatures without swim speed can’t make jumps out of the water. With high jumps you have -10 penalty for jumping out of the water. The result of your check is the distance your feet cleared the water. If you have a fly speed and get completely out of the water you can begin to fly
- Jump Down: requires DC 15, if you fail you take damage as if you fell. If you succeed you take damage as if you had fallen 10’ less then the actual distance.
- Synergy: +2 on jump checks if you have 5 or more ranks in tumble.
- Speed 30 - Speed less then 30 DC: +6 per 10’ less then 30
- Speed more then 30 DC:-4 per 10’ more 30’
- Not running jump DC Doubled
- Running Long Jump DC = Distance
- Running High Jump DC = 4x distance
- Jumping from Water -10 Hop up on wist high or lower 10
- Hop on high object Height – ½ your height Jump down safely 15
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