| Saffron Marvelous |
On the first point, the Acrobatics description says "For a running jump, the result of your Acrobatics check indicates the distance travelled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land."
So for starters, I guess "the result indicates distance travelled" would mean 1pt rolled = 1 foot travelled? Is it just saying to look at the charts? What's with the line about halving the result for a standing long jumps then? Do you double the DC (per the main description) AND halve the result? That seems insane. I feel like I'm failing reading comprehension and missing something major whenever I look at this description.
My main question though, is does this apply to a running high jump? There's nothing saying it doesn't, but it seems odd that long jump and high jump distances would be the same.
Edit: Okay I think I've answered my question here. It's just referring to the same thing as the main description in a slightly different way, yeah? It's confusing, but that seems to make the most sense.
Third: For the purposes of the "faster base movement" bonus to jumps, does fast movement's enhancement bonus to speed count as part of the total "base" land speed, or is the creature's unmodified land speed being referred to?
| MrCharisma |
What's with the line about halving the result for a standing long jumps then?
Yup basically. If you have +15 in Acrobatics and you roll {12}+15=27 then you travel 27 feet (or 13 feet from a standing jump).
This doesn't mean that if you go to jump a 5-foot pit and roll a 27 you sail over the pit and land in the next pit. The roll is DC-based, so you decide the distance you want to jump (let's say 10 feet), and if you roll that number or higher (let's go with the 27) then you jump the distance you wanted to (10 feet).
It's only if you fail the roll that you travel the distance rolled, eg. If you wanted to jump a 35 foot pit and roll a 27 you end up 8 feet short and fall in that square (if using squares 25-29 would end up in the same square since you round down).
Do you double the DC (per the main description) AND halve the result? That seems insane.
No you just half the result of your check (it looks like you answered this further down).
My main question though, is does this apply to a running high jump? There's nothing saying it doesn't, but it seems odd that long jump and high jump distances would be the same.
Long jump DC = distance traveled (horizontally). High jump DC = distance traveled (vertically) × 4. So the DCs for High jumps are 4 times higher than the Long Jumps. But otherwise yes they use the same mechanics (1d20+Acrobatics, result is half your roll without a runup).
Third: For the purposes of the "faster base movement" bonus to jumps, does fast movement's enhancement bonus to speed count as part of the total "base" land speed, or is the creature's unmodified land speed being referred to?
This is the only one I'm not 100% sure on, but I'm pretty sure all speed bonuses and penalties would count.
If you're a human (30) Barbarian (+10) who picked the Fleet feet (+5) twice (+5) and Expeditious Retreat cast on you (+30) then you move 80 feet per round, and would have +20 to Acrobatics checks to jump. Your maximum jump distance would be 160 feet (the distance of a double move).
If you're a Halfling (20) Oracle with the Lame Curse (-5) wearing heavy armour (-5) then you move at 10 feet per round and would have a -8 Penalty to Acrobatics checks to jump. Your maximum jump distwnce would be 20 feet (the distance of a double move).
(Neither of these include Armour Check penalties etc.)
| Saffron Marvelous |
No you just half the result of your check (it looks like you answered this further down).
This one's actually confusing me a bit. I'm sure the RAI is what you say, but we have both of the following quotes:
"The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start."
and
"Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land."
Which just seems bizarre when taken together.
Diego Rossi
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1) You determine the DC to make a specific jump. Let's say you want to cross a 20' stream in a jump, the DC is 20.
2) If you don't take a running start the DC is doubled to 40.
That gives you the DC.
Now you make the roll.
"For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at
which you actually land and fall prone). Halve this result for a standing long jump to determine where you land."
1) You have a running start, your DC is 20, there are no other modifiers. If you roll a 20 or more you have traveled 20' and you have crossed successfully.
If you roll less than 20, let's say 14, you move 14' and fall after having crossed about 3/4 of the stream width.
2) You don't have a running start. Your DC is 40. You don't suffer any penalties to the skill check, it is the DC that increase.
You roll 40+, good you have made the jump.
If you roll less than 40, let's say 28, you move 14' and fall after having crossed about 3/4 of the stream width.
Notice the bolded numbers: if you don't halve the distance moved you will fail but still move 28', that is more than our stream wdth.
Probably it would have been simpler to write that with a standing start you move 1' for every 2 points of the check result, but the net effect is the same. You aren't suffering from a double penalty, the halving of the distance crossed is simply to have a consequence for failing the roll.
| Mysterious Stranger |
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The reason you are doubling the DC for a standing jump is because the distance you move is cut in half. On a running jump your roll is the maximum distance you can jump. When you perform a standing jump your maximum distance is half what you rolled. So if you are jumping a 10’ stream you need to roll a 10 to cover the distance. If you are doing a standing jump you need to roll 20 to cover the same distance. What it really comes down to is did you jump far enough to cover the distance you need?