
Retech |

1. I was looking at the jump DCs, and it seems that it gives DCs for a long jump and a high jump. But are there any rules on doing both, like jumping high enough to go over an opponent and far enough to land on the other side (compared to on top of them)?
2. What kind of action does a jump take? Does it take a standard action or move action, or could it even be part of a move?
Thanks in advance for any input.

Foghammer |

1. I was looking at the jump DCs, and it seems that it gives DCs for a long jump and a high jump. But are there any rules on doing both, like jumping high enough to go over an opponent and far enough to land on the other side (compared to on top of them)?
2. What kind of action does a jump take? Does it take a standard action or move action, or could it even be part of a move?
Thanks in advance for any input.
1. Good question. In the past I have taken the average between the two DCs and required a running start. Not sure how accurate it is, but in a pinch, what can you do?
2. Not sure on RAW, but I think it's part of movement. It's an acrobatics check. Even tumbling through enemy squares is a part of movement, you just have to make a check based on the distance. The jump check you make determines how far you get or how high you reach.

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1. You have to meet the higher DC. If you make the long jump DC but fail the high jump DC, you collide with the obstacle, with whatever consequences that entails.
In the case of trying to jump over an opponent, you stop one square in front of him and provoke an AoO for trying to enter his square (edit: instead of provoking for moving through his threatened squares in front of and above him).
2. It's part of movement (p. 90). In Pathfinder, you can't make a jump that would cause you to exceed your maximum movement for the round.

Jeff1964 |

I haven't check Pathfinder for this, but I know in 3.5 when you long jump, you reach a maximum height of 1/2 the distance you jump, so the DC for jumping up and over should be based on the minimum long distance that would get you the height you need to get over the obstacle. This also means that jumping in short hallways underground can be difficult and painful when you smack into the ceiling.

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I haven't check Pathfinder for this, but I know in 3.5 when you long jump, you reach a maximum height of 1/2 the distance you jump, so the DC for jumping up and over should be based on the minimum long distance that would get you the height you need to get over the obstacle. This also means that jumping in short hallways underground can be difficult and painful when you smack into the ceiling.
Yes, 3.5 stated a rule like this. I remember it as only 1/4 though, not 1/2. I don't have a book around right now though, so I am not going to strongly disagree with 1/2.
2) Jump is part of a move action. Again, 3.5 specifically said that if you jumped further than you could move in your turn, you finished your jump the next turn as a move action. This could lead to weird rounds where one character is suspended in midair while everyone else takes their actions. As mentioned above, Pathfinder caps the distance you can jump at whatever move you have left that turn, so characters are never suspended

Some call me Tim |

I haven't check Pathfinder for this, but I know in 3.5 when you long jump, you reach a maximum height of 1/2 the distance you jump, so the DC for jumping up and over should be based on the minimum long distance that would get you the height you need to get over the obstacle. This also means that jumping in short hallways underground can be difficult and painful when you smack into the ceiling.
Actually, it was 1/4 your distance jumped: "At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. (d20 SRD)"
Back to the original question. I just set the DC to the higher DC of distance or height. That works for most cases.