
DungeonmasterCal |

Ok, I should know this, but I'm having a brain dump at the moment and can't focus on things. What's the maximum distance a character can jump? I seem to recall it's no farther than his movement rate (30 feet, usually), but can't find that in the rules. So does the Acrobatic check to jump determine the actual distance you can jump? Say, a roll of 50 (I know that's high, but it's just an example) mean you've jumped 50 feet with the proper running start distance? Or 12 feet in a vertical jump?
Thanks for indulging an old man's faltering cognizant abilities.

Cevah |

Getting a roll of 50 is not that hard. At 11th level I had a skill mod of +29 jumping. [I have Boots of Springing and Striding.] With the Ninja's ki abilities, my Take-10 gets me 39*2' (=78'). Using a point of ki for speed changes it to 47*2' (=94'). If I had High Jumper, I could add +20 (instead of +8) for a swift, adding 24' to the jump distance. Acrobatic master adds to High Jumper by giving 2x. With an Akitonian Blade [applies 3x], and without the high jumper, I could go 282' in a jump.
Too bad my move is so slow. [240'/r with ki.]
But wait... spells to improve speed:
For every +10' speed I gain, that gives +4 to my acrobatics, which my Ninja doubles the effect allowing me +8' on the jump.
So to go fast enough to get all my jump I need....+130' base speed [giving me a base of 170' speed]. That would give a max move of 680', but a max jump of 666'.
/cevah

DungeonmasterCal |

Getting a roll of 50 is not that hard. At 11th level I had a skill mod of +29 jumping. [I have Boots of Springing and Striding.] With the Ninja's ki abilities, my Take-10 gets me 39*2' (=78'). Using a point of ki for speed changes it to 47*2' (=94'). If I had High Jumper, I could add +20 (instead of +8) for a swift, adding 24' to the jump distance. Acrobatic master adds to High Jumper by giving 2x. With an Akitonian Blade [applies 3x], and without the high jumper, I could go 282' in a jump.
Too bad my move is so slow. [240'/r with ki.]But wait... spells to improve speed:
For every +10' speed I gain, that gives +4 to my acrobatics, which my Ninja doubles the effect allowing me +8' on the jump.
So to go fast enough to get all my jump I need....+130' base speed [giving me a base of 170' speed]. That would give a max move of 680', but a max jump of 666'./cevah
Holy crap!

Cevah |

So if your jump distance exceeds your move for the round can you elect to stay airborn and complete the jump using the following round's movement?
Only in 4th Ed, I think, or with some form of house rules.
Cevah wrote:Holy crap!Getting a roll of 50 is not that hard. At 11th level I had a skill mod of +29 jumping. [I have Boots of Springing and Striding.] With the Ninja's ki abilities, my Take-10 gets me 39*2' (=78'). Using a point of ki for speed changes it to 47*2' (=94'). If I had High Jumper, I could add +20 (instead of +8) for a swift, adding 24' to the jump distance. Acrobatic master adds to High Jumper by giving 2x. With an Akitonian Blade [applies 3x], and without the high jumper, I could go 282' in a jump.
Too bad my move is so slow. [240'/r with ki.]But wait... spells to improve speed:
For every +10' speed I gain, that gives +4 to my acrobatics, which my Ninja doubles the effect allowing me +8' on the jump.
So to go fast enough to get all my jump I need....+130' base speed [giving me a base of 170' speed]. That would give a max move of 680', but a max jump of 666'./cevah
There are more ways to bump the numbers. Check out Aerial assault - awesome concept, potentially impractical? for a build that gets >300' on Jumps.
While not plain speed, it is related.For plain speed, check out: The formula for 60 movement speed
The latter was not mythic, with a 175 speed, and the former was able to jump 357 up.
/cevah
PS: since it will come up eventually, here is the rule about jump height...
Above and Beneath the Streets
...
Use the guidelines in the Acrobatics skill (a horizontal jump's peak height is one-fourth of the horizontal distance) to determine whether a character can make a jump.