| Zen79 |
I wrote up some rules for using the jump skill to perform "flying" jumps as seen in some classic kung-fu movies.
These rules are clerarly aimed at monks, but can be used by any PC able to beat the high DCs.
The rules and especially DCs are open to debate.
You can land on a surface normally unable to support your weight after a jump by making anAcrobatics check. This check is made after the Acrobatics check for making the jump itself.
If the second check fails, you fall down immediately.
If it succeeds, you are standing momentarily on the surface.
Your next regular action (in the same round or the next) must be either a move action used to move on or a charge. If you try to take any other action, you fall down immediately. Swift or immediate actions and attacks of opportunity do not cause you to fall down and can be taken normally.
The DC of the Acrobatics check depends on the surface:
- a wall which can be climbed: Climb DC +10
- a wall which cannot be climbed: DC 50
- weak furniture, stacks of things, or parts of architecture: DC 35
- tree top, branch or similiar vegetation: DC 40
- surface of a lake or other water: DC 50
- a breeze in the air: DC 60