Jumping over an enemy


Rules Questions


Ok, we have Long Jump and High Jump, but how to combine both?

So many races have racial bonus to jump, and there´s a spell witch grants +10 (+20, +30) to do it. So ins´t ridiculous to think someone will try it sooner or later.
and so, how I do it? Do I sum the DC to do it, or use a bonus in the highest DC?

thanks


A long jump is not linear, but rather parabolic. Most high jumps are too (especially if you have a running start). You would roll once and, based on the total from the roll, determine how high and how far the person jumped (using the DC table). The only time you set a DC and then roll is to make sure someone clears a set distance/height.

If, as your thread title implies, you have a player attempting to leap over an enemy in combat, you'll probably want to consider a "tumble" check as part of the jump as well. Your jumper would need to make two acrobatics checks, the first to see if he jumped high/far enough to clear the enemy. The second would be a tumble check to try to avoid the attack of opportunity. So you'll need to know the height of the target and its CMD.


Naponatom wrote:

Ok, we have Long Jump and High Jump, but how to combine both?

So many races have racial bonus to jump, and there´s a spell witch grants +10 (+20, +30) to do it. So ins´t ridiculous to think someone will try it sooner or later.
and so, how I do it? Do I sum the DC to do it, or use a bonus in the highest DC?

thanks

Pythagorean theorem if you want to get pedantic about it :) Parabolic if you play with physics or math nerds.

DC = SQRT[(length)^2 + (heightx4)^2)] + (number of feet beyond opponent)

Really though, I'd just take the height x 4 as a base DC and tack on a +10 or something to keep the game flowing.

Zo

Sovereign Court

To jump over a medium creature (5 feet) you need at least a 20 Acrobatics (jump) check to clear them. On a grid you'd probably really need DC 25 as you only hit that 5+ feet in the middle of your jump and you'll leave the ground 2 squares in front of and land 2 squares behind them. You'll still need to make an Acrobatics (tumble) check to avoid the AoO.

--Skip Vrock

Sovereign Court

Or just make an Acrobatics check to move through an enemy occupied square and just describe it as a jump.


or do a DC 60 to never come within 5' of them. (10ft up + 20ft across. Assuming player and target ~ same height.)

I would do it as Twowlves suggests though. It would be quite impressive to do it the hard way though.

mind you a medium sized Monk (assuming 9th lvl as the Jump spell we are about to cast on her is CL9) has a 30 enhancement move bonus which is a +12 bonus to jump. Assuming no stat mod for simplicity. Full acrobatics skill for another +12 (9 rank +3 class) +9 from the high jump class feature. +20 from a Ki point and a jump spell for +30

12+12+9+20+30= +83 using only a ki point and a 1st level spell (admittedly a cl:9 1st level spell).

I know it could get much much higher, I just wanted to see how easy this was.

Grand Lodge

Why three year necro?

Shadow Lodge

Maybe someone else was thinking about jumping over an enemy.


Avatar-1 wrote:
Maybe someone else was thinking about jumping over an enemy.

Kinda Tangential, but I don't really feel bad about derailing a three year old thread, I got DM approval to trigger Death from Above on a jump during a charge. And that's pretty awesome.

I figure it's worth throwing by other people who might find a way to get that jumping Monk up there to get a jumping hasted pounce flurry of blows just for levels of silly stupid not really working in the RAW or RAI but if you built it SOMEHOW, I'd call it fair play for investing so much of your character into getting one ridiculously awesome attack. lol

Grand Lodge

Janni Style is actually all about jumping and charging.

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