Jumping Questions


Rules Questions

Grand Lodge

I did a quick search but couldn't find anywhere that the rules specifically said whether jumping was part of a move or if it was a separate action. I know you can't exceed your normal movement distance.

If it's part of a move, can you jump as part of a charge?

If, for example, an opponent was on the other side of a 10' gap but 60' away could my character with a 30' speed run at least 10' make a successful Acrobatics check to cross the gap, finish his move on the other side and make an attack?


Jumping is part of a move action. There kinda isn't any reason I know of you can't jump during a charge BUT

Combat wrote:
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles).

So if you need to jump, i.e. there's an obstacle, you can't even try to charge. Thus you can jump during a charge only when you don't need to. (I suppose you might trigger an ability or something that way.)

If you're in a home game, allowing a charge that passes through/above an obstacle that you can cope with is a perfectly reasonable houserule; talk to your GM. If this is for PFS, you're out of luck.


You can jump charge and jumping is part of movement.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The fact that abilities, like the Duelist prestige class' Acrobatic Charge, exist makes me think that you normally cannot jump charge.

Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Silver Crusade

Ravingdork wrote:

The fact that abilities, like the Duelist prestige class' Acrobatic Charge, exist makes me think that you normally cannot jump charge.

Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

... I don't think the air is difficult terrain?

Edit: I see what you were getting at now. Granted I don't think it precludes jump charges, just that they can be acrobatic moving over obstacles.

A jump charge would be one single thing, whereas Acrobatic Charge could be charge, hop over obstacle, continuing charge, hop over obstacle, continuing charge, etc

That's how I see it at least.

Liberty's Edge

I think Acrobatic Charge still provides benefit even if you allow jumping over obstacles, as you can charge through heavy undergrowth with no roll. I think the reference to checks would apply to a situation where the Duelist is charging across unusual terrain, i.e. webs.

There are very long threats that were written in the past about jumping and charging. I haven't read all of them, but one of the posts said they all went back and forth with no definitive agreement.

I find James Jacob's opinion that you can jump over obstacles convincing and rule that way in my games.


I don't think anyone should be making threats about jumping and charging.

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