questions; Jumping. length, height, jumps per round / move, max jump distance


Rules Questions


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Going to have the party encounter 2 lvl 15 monks who will be using terrain to their advantage and jumping a lot... some questions.

1.can you make more than one jump per "move action" as long as itdoes not exceed the maximum distance? Is there a limit or special rules for change of direction.

2. What is the max distance? Is it your base speed or run speed (×3/×4)? If run speed, is that a "full round" jump. If multiple jumps are allowed can sum of all jumps not exceec movement equivalent.

3. What counts as distance jumped? Vertical distance covered, horizontal distance covered, the sum of both?

4. Suppose there is a 40' cliff in front of a monk; to clear that jump would be at least a DC 160... what if there were branches/ledges at 10' intervals? Could you hop from one to the other in one move action and get to the top if base speed is 80?

5. Is there a rule for kicking off the wall or corner (like Jackie Chan) to get another jump if there are no ledges?

6. Do most people do 2 checks on a large jump- length then height, choose the higher DC, or add them together.

Great community here, hoping for some great feedback.


1) there are no rules saying how many jumps you can make, i would assume its any amount within your movement.

2) The max distance would be likely based on the type of movement being used. If you did a run and jump its a straight line etc.. otherwise by normal movement distance

3)I generally assume you jump 1/4 the distance in hight when you jump. It isnt explicit but this makes sense within theother rules.

4) I think that works as long as the target spot is suitable to stand on.

5) no there is no rule for it there are some rogue tricks that imply such things i believe.

6) I do a single check. If i Try to jump 40 feet i assume i go 10ft up.


Haargoth wrote:

Going to have the party encounter 2 lvl 15 monks who will be using terrain to their advantage and jumping a lot... some questions.

1.can you make more than one jump per "move action" as long as itdoes not exceed the maximum distance? Is there a limit or special rules for change of direction.

2. What is the max distance? Is it your base speed or run speed (×3/×4)? If run speed, is that a "full round" jump. If multiple jumps are allowed can sum of all jumps not exceec movement equivalent.

3. What counts as distance jumped? Vertical distance covered, horizontal distance covered, the sum of both?

4. Suppose there is a 40' cliff in front of a monk; to clear that jump would be at least a DC 160... what if there were branches/ledges at 10' intervals? Could you hop from one to the other in one move action and get to the top if base speed is 80?

5. Is there a rule for kicking off the wall or corner (like Jackie Chan) to get another jump if there are no ledges?

6. Do most people do 2 checks on a large jump- length then height, choose the higher DC, or add them together.

Great community here, hoping for some great feedback.

1. My assumption, is no. As an Acrobatics check is made as part of another action.

2. Equal to the base speed, plus modifiers. So a level 15 human monk would have a max distance per jump of 80 ft. prior to any other modifiers. If you took a double move action, they could presumably jump 160 ft.

3. Depends on whether they are trying to jump vertically, or horizontally.

4. For a 10' jump, you would presumably need 4 move actions at DC 40 (easily made for a Level 15 Monk). At least, that is my understanding, again due to the jump checks being made as "part of an action".

5. As far as I know, there is not.

6. One check. If you are going horizontally, the DC is the horizontal DC, if vertical, it's the vertical check.

Not 100% certain on this information.

Note, that someone with speed 80 has a +20 modifier to Acrobatics checks made to jump.

In addition, it's third party, but if you want them to be Mobility Kings, might I suggest giving them a single level of Elocator?


Legowaffles wrote:

2. Equal to the base speed, plus modifiers. So a level 15 human monk would have a max distance per jump of 80 ft. prior to any other modifiers. If you took a double move action, they could presumably jump 160 ft.

Which brings up another question. I read a double move as two moves in one turn. So while the level 15 monk could jump 160 feet in one turn, they couldn't clear a 160 foot chasm in a single bound. They would have to land on something in the middle.

The last time this came up I saw a lot of opinions but nothing from the books. Does anyone have anything definite?


Good question Daimaru. I can't seem to find a general censuses on that or if said monk with base speed 80 can make 4 jumps for 20 feet each as a single move action as the total does not exceec base speed.
I think that if you can run then jump as a single move action (10' running distance), why can't you jump then jump?


I would let you make multiple jumps as necessary. Olympic triple jumpers do it all the time. (Subsequent jumps would not, however, count as having a 'running start' unless you can build up momentum again.

Also, as far as I interpret it, a double move action means you are devoting yourself to two movement actions. That may be used in conjunction.

Say you get a running start, and completely blast your acrobatics check (Running Start, Ring of Jumping, boots of striding and springing and/or whatever other magic you can find/apply that stacks)

If that chasm you are trying to leap is:
A: Less than your double-move distance, and
B: within the distance you would have rolled for your acrobatics check

You would have cleared the chasm. Arresting your momentum would either mean you Stop when you land, or continue up to your full double-move distance.

But, remember, that if you can't complete the jump with a single check, you would have to land somewhere in the middle.

A Monk with a respectable DEX, should have little to no trouble clearing a 20ft gap. Assuming a 5th level monk with 5 ranks, and a +2 DEX modifier (+14 total modifier), would be able to clear a 15-ft gap without a roll (no auto-fail on skill checks) Assuming a roll of 10, that same monk could almost clear a 25-ft gap. Pretty Impressive. A 20 would let them make an attempt to grab the opposite ledge of a 35-ft gap. (Which is still really impressive!) And could use their second move action to hoist themselves up.

Adding some magic to the equation, and the monk's wizard buddy adds the jump spell to the mix. Adding a +20 to the check (Total mod +34):
a 35-ft gap becomes no issue.
45-ft can be cleared with a roll of 10 (grabbing the opposite ledge
55-ft with a 20 (again, grabbing the opposite ledge)

So, in the second example, a 45-ft chasm exceeds the monk's normal movement rate so it could be cleared, but it would require the monk to use a double-move. (But could decide to stop moving when they land, or continue up to their full double move distance (80-ft in this example)
10-ft running start, 45-ft leap, up to 25-ft on the far end of the chasm seems like it would would be legitimate use of the double move.

My interpretations.

Very Respectfully,
--Bacon


We are discussing monks running jump is not usually relevant. The game says you can combine moved so it should be doable. Can they make a 160 ft jump reliably enough? There is also a set of feats that would let them just walk accross.


1. Yes, they need to make a seperate test for each jump however, ome GM's might impose a penalty (-2) for making multiple jumps in a short sequence, to enforce a modicum of reality.

2. The max distance is your movespeed for the action you jumped in. If youre running then your maximum jump is your run speed, if youre using a move action then your speed is the maximum distance.

3. The distance jumped is measured by the longest distance vertically or horizontally. If youre jumping 30ft forward it is a long jump (DC 30), if youre jumping 30ft up it is a high jump (DC 120), combining height and distance will make things complocated quickly, for example if youre jumping 30ft forward to reach a spot 10ft high it should have a DC of around 45-50.
Use your gut for this kind of thing, remember that even if youre only jumping forward you usually accend up to 1/4 - 1/3 the distance travelled forward.
Easy example: A cliff is facing a 20ft wide bottomless chasm, with another cliff opposite to it but 10ft higher. To jump and reach the higher cliff would require the same test as if you were jumping 40ft forward, when you jump the 40ft distance you should reach a height of 10-13 feet at the halfway mark (20ft), easily high enough to clear the chasm and reach the higher cliff. Note that the character in this case isnt actually moving 40ft, hes just using the higher DC to clear a difficult jump.

4. Jumping between the branches would not constitude extra actions if the character just keeps passing the tets in one move action. Keep in mind that it would be significantly easier to descend then accend. A GM interested in keeping the game relatively realistic might want to impose a chaining penalty between branches. Personally i'dd make the DC to jump from the ground to the first branch 20, first branch to second branch 42, second to third 45, third to fourth 49. The DC assumes the Character is 5ft tall and standing beneath the first branch and then has to quickly climb atop each branch before jumping to the next, he's not standing on level terrain anymore so I do not factor his assumed 5ft height into the second, third and fourth jumps. This kind of stunt would be incredibly hard to pull off for anything but a semi-supernaturally agile and speedy character, just the kind of person mid-high level monks tend to be.

5. Its just like any jump, the only difference is that you dont have much stable ground to go on, usually when you make jump tests a characters height can help reduce the distance needed to complete a jump, without stable ground you can ignore the characters height. Of course they cant get a running start either (without some form of wall running effect at least).

6. No, use the greater of the two distances (vertical verus horizontal). See point 3.


and what happens then if the player wants to make a jump diagonally?

Let's say, 20 feet long and 10 feet high?

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