jump ability limited by speed?


Rules Questions


short question
is a jump check distance limited by your speed or double move?

long example:
Let's make a dwarf with 20 foot speed

level 20 fighter

20 ranks in acrobatics
+5 from dex
soaring sprinter trait (+2 acrobatics to jump and becomes class skill)
class skill training +3
skill focus acrobatics +6
acrobatic feat +4
run feat +4 on running jumps
-4 for being 10 feet slower than 30.

total bonus on jumping acrobatics checks: +40

let's get crazy and add in the jump spell at CL 9. Should be easy enough. this adds 30 to the jump check.

so now our dwarf has a +70 bonus to jumps. and his movement speed is still 20 feet

so let's say there is a 50 foot chasm by the check the dwarf should easily make it.

My DM has just ruled that the farthest he can ever jump is 30 feet after a ten foot running start because his speed is only 20 feet meaning he can only take a double move in the jump.

For this dwarf he would get a 10 foot running start and jump. soar through the air for 10 feet then take another move action(double move) to move another 20 feet then he would have to land or fall.

He says this based on a single sentence in the core rulebook under the acrobatics skill about jumping.

"No jump can allow you to exceed your maximum movement for the round."

Now I get that this dwarf cannot jump and move 80 feet in a single turn then everyone would just be jumping around. What I'm saying is he would jump the 30 feet out then would have to spend the first move action of his next turn to finish the jump. (or in the case of an 80 foot jump two more move actions.)

meaning it took a solid 12 seconds for him to jump that far but he had skill and magic aiding him. This allows someone to interrupt his jump a wizard casts wall of force in front of you and then plow.

Is there anything in the core rulebook or any paizo product that says that those who rolls a jump check exceeding their speed for the round would have to spend move actions on the next turn to finish the jump?

I told him about the standard action that allows you to start or finish a full round action he didn't change his stance.

Grand Lodge

It's not covered in the ruleset that I know of.

My own interpretation is that you keep airborne continuing in a straight line until your jump movement is expended, even if it takes a couple rounds to get there.

Physics shouldn't turn off every 6 seconds and force a fall in my humble opinion.

An air kineticist using burn can jump much farther. You may want to refine your search as your topic has come up before in that context.


You jump distance is not limited by speed, but you could end your round mid jump, and since combat is actually taking place simultaneously, not in turns like the players do it in real life, it would make sense for you to be getting shot at while you are in the air.

The rules don't specifically say that, but they also don't say that your jump comes to an end based on your speed. I think the jump continues into the next round.


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Well you are moving your maximum speed in a straight line. You could argue that you are running so your max speed would be 20 x 4 = 80ft you could run 10 and jump 70 in one round. Any farther and you need to run faster.

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