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Colonel Snazzy
2017-04-22, 04:02 PM
So I've found a way to get a +60 mod to my jump checks, but I have a couple of questions about the Jump skill.
How far could I jump on a roll of 70?
What could I use that much jump FOR?
Anyone know of any build to take advantage of this? (apart from that jumping charger one)

Necroticplague
2017-04-22, 04:17 PM
So I've found a way to get a +60 mod to my jump checks, but I have a couple of questions about the Jump skill.
How far could I jump on a roll of 70?
Depends on the type of jump.

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.

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.
So, 70 feet away, or 17.5 feet into the air.


What could I use that much jump FOR?
Anyone know of any build to take advantage of this? (apart from that jumping charger one)
A Warblade can make good advantage of a high Jump check with the Tiger Claw school, including some that let you replace and attack roll with a jump check.

The Roof-Jumper feat lets you do a devastating attack if you jump onto your enemies. Mantis Leap similarly lets you leap onto someone for a more damaging unarmed attack.

xkroku
2017-04-22, 04:39 PM
Pick up levels of Exemplar, hypnotize everyone with your excellent, highest quality jumps.

martixy
2017-04-22, 08:57 PM
Jumplomancy, twas ne'er a finer art form to have sprang from the minds of men.

In general the math works out such that you can sum the DCs for two jumps to get the combined DC. So if you wanna jump 20 feet forward and 10 feet up, you need 20+40, so DC60.
Don't forget the bonuses for higher than average movement speed and your character's vertical reach.

Telok
2017-04-22, 09:03 PM
Anyone know of any build to take advantage of this? (apart from that jumping charger one)

Hang time. Due to that weird little rule an attempt to jump past your total movement makes you hang in the air until your next turn when you complete the jump. Done right you can hang out above melee reach in the middle of combat for the rest of the initiative loop.

OldTrees1
2017-04-22, 10:17 PM
Jumplomancy, twas ne'er a finer art form to have sprang from the minds of men.

In general the math works out such that you can sum the DCs for two jumps to get the combined DC. So if you wanna jump 20 feet forward and 10 feet up, you need 20+40, so DC60.
Don't forget the bonuses for higher than average movement speed and your character's vertical reach.

Are you sure? A DC 40 jump is 10ft up and 40ft forward. Since the peak of a jump is at the middle, they reach 10ft up at 20ft over. So I would expect a DC 40 not a DC 60.

DC = Vertical DC or 2x Horitzontal DC whichever is higher.

Deophaun
2017-04-23, 12:47 AM
Jumplomancy, twas ne'er a finer art form to have sprang from the minds of men.
Nice that 3.5 captures the genius of Edgar Rice Burroughs.

Colonel Snazzy
2017-04-23, 01:24 AM
Jumplomancy, twas ne'er a finer art form to have sprang from the minds of men.

Can I sig this?

martixy
2017-04-23, 06:16 PM
Can I sig this?

Certainly. :)

@OldTrees, what have I been thinking, I wonder. I once tried to figure that combination out and reached that, evidently incorrect conclusion in Pelor knows what way, and so it has remained committed to memory. Thank you for correcting my error.