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.
A halfling
has a +2 racial bonus on Jump checks because halflings are agile and athletic.
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.