By-Tor Snowdog
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guys...
nothing in Acrobatics sets a maximum distance for your jump except your check.
Da Rulez wrote:No jump can allow you to exceed your maximum movement for the round.meaning you can jump as high or as far as your jump check allows, but you can't move more than [the distance the actions you took warrant]* in a round.
so if you have a move speed of 30 and make a DC 300 jump check (i'm intentionally exaggerating though i know it's possible to get really high jump checks) with your 10 ft running start, you can move 110 (30x4-10) more ft this round. next round you continue flying through the air another 120 ft, and the third round you land after flying another 70 ft.*
* - whether or not you have more actions when you land based on distance travelled doesn't seem to be covered by the rules. they're also a little vague about whether or not the running start required for normal jump DCs also obligates a full round of movement like the run action (since the acrobatics check is made as part of some other action).
I know I brought this up to my local GMs/VAs/VC. Mostly because I stumbled into a thread that discussed the idea that you might be able to keep flying through the air between rounds, before landing based on your check. However, they all came to an agreement that it in fact means that you can't exceed your movement speed in a given round and that the check wouldn't allow for that.
--actually which brought me to my question initially. Because of the strange triple or double your jump check powers that wouldn't make since to be limited to just 30ft. However I really do think the run speed and only as part of your move makes a lot of sense.
Though if I was GMing I'd totally be behind letting a player fly through the air over multiple rounds ha ha ha. >-> Also make it count as being flat footed. *coughs*
