
Cuup |

Cuup wrote:No. If this is how the Gm wishes to run an encounter, as far as the standard rules are concerned, he can certainly allow a character to move up to the obstacle and Acrobatics to jump, then finish his movement, and maybe even attack the target if he's reached it, but it WOULDN'T be a charge. The same would happen with the invisible barrier example.What keeps it from being a charge? It was a straight line and nothing impeded his movement. All the bases are covered.
As quoted above, there must be a straight, unbroken line between your starting square and ending square. You successfully circumvented an obstacle, but at least one square in your path wasn't eligible to support the charge movement. Jumping over it didn't change that.

Josh-o-Lantern |

Cuup wrote:No. If this is how the Gm wishes to run an encounter, as far as the standard rules are concerned, he can certainly allow a character to move up to the obstacle and Acrobatics to jump, then finish his movement, and maybe even attack the target if he's reached it, but it WOULDN'T be a charge. The same would happen with the invisible barrier example.What keeps it from being a charge? It was a straight line and nothing impeded his movement. All the bases are covered.
if viewed from above, nothing. if viewed from the side...

Jodokai |

Charges have to be in a straight line. Jumping is not a straight line. Therefore, you can't jump to clear difficult terrain and still go in a straight line.
It doesn't say anything about a straight line, it just says you have to move directly towards the target, jumping would still be moving directly towards your target. I did find the line that shows the difference between feather step and jumping:
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. Helpless creatures don't stop a charge.
So you have to draw the line before you move, if you have feather step on, the difficult terrain squares won't slow movement, but the obstacles will still exist.

Tarantula |
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You have to draw a straight line from your square to theirs, and follow that line (barring abilities that say you don't have to). Jumping over the square doesn't say it allows you to charge even though it is difficult terrain, so you can't.
Dragon style states you can ignore difficult terrain when making a charge, so you can charge through difficult terrain.

Tarantula |

Tarantula wrote:Jumping is not a straight line.Wrong.
If it were not a straight line then sufficiently high vertical leaps would decrease movement range based on the height jumped.
No jump can allow you to exceed your maximum movement for the round.
That would include high jumps. If you had a maximum movement speed of 5 feet. But made the DC 24 acrobatics check to jump 6 feet, you would only go 5 feet, as that is your maximum movement for the round.

Tarantula |

Leap height is not counted, just like freefall distance.
"No jump can allow you to exceed your maximum movement for the round."
That would include high jumps, as in my example, if you have a 5' movement speed, then you cannot high jump more than 5 feet.You can jump during a charge. Janni Rush even requires you to do so.
Yes, but you cannot charge if there is difficult terrain in the way. Also, there is no DC given for the jump, so any acrobatics check of jump is theoretically enough of a jump for Janni Rush, making a 1' jump (not tracked) suffice.

kyrt-ryder |
kyrt-ryder wrote:Leap height is not counted, just like freefall distance."No jump can allow you to exceed your maximum movement for the round."
That would include high jumps, as in my example, if you have a 5' movement speed, then you cannot high jump more than 5 feet.
Except vertical leaps [and freefall] don't count towards movement.

Cuup |

For reference, here is the line concerning jump distances based on your movement speed:
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Nowhere are vertical jumps excluded from this statement, or are long jumps made exclusive to it. It says NO JUMPS. That's pretty clear that vertical jumps are included.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. 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.
So, to make a Charge, you need to be able to draw a straight line from where you are to a square adjacent to the target, no squares along which can contain difficult terrain or any other listed obstacle. Jumping over an obstacle or area of difficult terrain doesn't change the conditions that made the charge impossible before you began your movement.
Two counter-arguments I'm hearing are [Janni Rush requires you to be able to jump in order to work, so jumping during a Charge is allowed], and [if this is true, then my Feather Step Slippers won't let me charge, even though that's one of the things they're designed for?]
First, Janni Rush does require you to jump, but nowhere in Charge does it say you CAN'T jump. Jumping isn't what undoes the Charge, it's the obstacle or difficult terrain, and jumping simple doesn't NEGATE it.
Once per day for 10 minutes, these fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
The difficult terrain caveat for Charge has to do with the movement portion of the action, and Feather Step Slippers let you IGNORE THE ADVERSE MOVEMENT EFFECTS of difficult terrain, which effectively takes difficult terrain out of the equation when determining if you can charge or not. So, no, even though jumping over difficult terrain doesn't allow you to ignore it (because you're NOT ignoring it, you're pointedly circumventing it), Feather Step Slippers and similar effects still allow you to Charge.
As I've said before, what I'm saying is in defense of the RULES. I think it's perfectly reasonable to house rule that jumping over an obstacle or difficult terrain allows you to Charge - I'd probably even encourage such a ruling. The rules are quite clear, though, that no such option is normally available.