| Elosandi |
At what point in a jump are you considered to be falling?
i.e. What would happen if an inquisitor with the travel domain attempted to jump over a 45ft gap with a 10ft running start and got a result of 40 on their jump check?
Would they pass 40ft and then begin to fall for the rest of their movement that round, having to use a double move action in order to move 50ft with a 30ft drop?
However, since ""No jump can allow you to exceed your maximum movement for the round."", what would happen if they ran 50ft before jumping, meaning that a double move action would them at 30ft of 40ft of jumping distance?
Would they immediately fall after reaching the end of their movement for the round?
Would they jump 30ft and then continue the jump for another 10ft in the next round? If so, since it's a new round and a new set of actions, could they use their dimensional hop ability to compensate for the missing distance?
Nightskies
|
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
Maximum movement is the creature's movement. That is the furthest they can jump. You do not suspend in air at the end of your round, you fall. Normally, 600 ft per round, and if that's not enough to go splat, THEN you end your turn in the air.