Jumping and charging?


Rules Questions


Inspired by the jumping and attacking thread:

1. Can you jump as part of a charge action?

2. If you jump high enough, can you get high ground bonus?

3. What happens if you are a pouncer?

4. And do Death from Above feat apply?

Thanks.

Dark Archive

1) Jumping is a part of movement. So in theory, you can use jump in a charge provided that you succeed your acrobatics check AND have enough movement to get to the nearest square where you can attack.

2) There shouldnt be any reason why you cant provided that your charge ends in the nearest square where you can make an attack.

3) Not sure what you mean from this....

4) I dont have my books in front of me to answer this one.

Tandriniel wrote:

Inspired by the jumping and attacking thread:

1. Can you jump as part of a charge action?

2. If you jump high enough, can you get high ground bonus?

3. What happens if you are a pouncer?

4. And do Death from Above feat apply?

Thanks.


DmRrostarr wrote:

.

3) Not sure what you mean from this....

I meant if you have the pounce ability, namely to full round attack after a charge.

Dark Archive

If you have enough move and make your acrobatics check then pounce should work as normal....

Tandriniel wrote:
DmRrostarr wrote:

.

3) Not sure what you mean from this....

I meant if you have the pounce ability, namely to full round attack after a charge.


No you can't jump to get to an enemy.

This debate came up before. I do have to go so I don't have time to provide the link, but I will post it tomorrow if someone else does not do so first.


You can jump during a charge, but you still need a clear path to the target, so you can't actually jump over anything.

I don't know if you can get high ground bonus from jumping. Can you make an attack before you've finished your movement (i.e. in midair), or do you have to finish(land) your jump?


concerro wrote:

No you can't jump to get to an enemy.

This debate came up before. I do have to go so I don't have time to provide the link, but I will post it tomorrow if someone else does not do so first.

Thanks a lot.


Tandriniel wrote:
concerro wrote:

No you can't jump to get to an enemy.

This debate came up before. I do have to go so I don't have time to provide the link, but I will post it tomorrow if someone else does not do so first.

Thanks a lot.

Evidence 1:

prd wrote:
If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge

The fact that you can jump does not change the fact that a line passes through that square.

Now obviously if you feel like you have to jump then that line is passing through a square that fits the above criteria.
Evidence 2:
Quote:

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.

Why would the highlighted part be included in the ability description if anyone can make those checks?

Evidence 3:

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

Evidence 4:

click me

At the very least the creature is slowed according to the rules which also prevents the charge. This is pointed out in the link.


I'm resurrecting this thread because recently I've been looking into recreating a final fantasy style of dragoon. Unfortunately, so far I have found no way to gain the High Jump ability or something similar without taking 5 levels of Monk. (Maybe 2 levels of Barbarian to get me Raging Leaper, but that seems unsatisfactory.)

Anyhow, I disagree with concerro and his link entirely.

Personally, I'd say jumping changes the line/path to the opponent, by jumping over the obstacles you avoid their hindrance to your movement.
However the rules do say any line, so I'll give you that maybe hindrances you can jump over do still prevent a charge. (Although it also doesn't say any straight line, so if you follow the wording literally then you'd have to consider every infinitely possible line, and no one could ever charge.)

Regardless, Tandriniel didn't ask if you could jump over an obstacle as part of a charge, he asked if you could jump in a charge at all. To which I say yes, no where does the rules say otherwise.

This gives the benefit of extending the distance he can charge. Of course, if he fails to meet the jump DC then the charge would fail, if he fails the check by 5 or more he could potentially fall prone at his target's feet.

I also agree with DmRrostarr, you can also gain the benefit of attacking from the high ground. However, I'd add the condition that you'd have to jump at least 5 feet higher then your target's position, so a DC 20 acrobatics check would be needed to gain the benefit against a target at the same height as the space you jumped from.

As for Death from Above, I'd say as long as you meet the high ground requirements stated above, then you also meet the requirements to benefit from the feat.

Finally, as DmRrostarr said, if you have pounce and successfully completed the charge, there is no reason that you can't do a charge-jump-pounce and get a full attack. It's more fitting anyways.


Okay, I finally found that line, "No jump can allow you to exceed your
maximum movement for the round."

They didn't include that line in the SRD I normally use, so I had to dig out the old rulebook. Anyhow, I guess that line means you can't use a jump to extend a distance charged. However, you can still gain the high ground benefit I'd say.

That rule seems dumb to me though, that means that no matter how good at jumping and no matter how many magical enhancements are piled on top of them, a normal human can not jump more then 30 feet without also enhancing their move speed too. Even if they roll high enough they can't jump a 22 foot gap because they already moved 10 feet before making the jump.

As a GM, I'll follow the SRD's example and ignore that line. As a player, I'll leave it up to my GM.


Vancent wrote:

Okay, I finally found that line, "No jump can allow you to exceed your

maximum movement for the round."

We used to say that if you jumped more than your maximum movement (which is 60 feet in a round if all they are doing is moving, right?), then you just ended your turn in the air and had to finish the jump next turn.


Vancent wrote:

Okay, I finally found that line, "No jump can allow you to exceed your

maximum movement for the round."

Assuming non encumbered maximum movement for a human is 30' x 4 oe 120 feet on a run (150 with run feat). So unless their movement takes the over 120'.....


That's a point, Ughbash, I was thinking more if you took one move action in a round then your maximum movement that round would be 30 feet. If you double move then it would be 60 feet. Depends, I guess on if they meant your potential maximum or your current maximum.

Stone Dog, I've seen that opinion around the forum, it doesn't really appeal to me personally. To me if you make a jump, then you make the jump. You don't just float in the air while everyone else runs around below you. If you end your turn mid-air aren't you supposed to just fall to the ground?
However, I have to admit, that method is rather fitting for making a final fantasy dragoon like I wanted. I will give it further consideration.
How would that work as part of a charge though? Would the charge just be completed the next round? What kind of action would it be considered in the subsequent round?


......Have you looked at the Dragoon fighter archetype? That has the obvious nod to the Dragoon from final fantasy?


Also you could take Janni Style to Janni Rush feats. You won't be able to use the unarmed strike abilities but you'll reduce charging penalties, enemy flanking bonuses, and you always count as having a running start when jumping. (By the way it specifically mentions jumping as part of a charge for the original post.)

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