Jump
Key Ability: Str | Trained Only: No | Armor Check Penalty: Yes
You can leap distances and soften a fall.
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.
The only Jump modifiers that apply are those concerning the surface you are jumping from (see below). If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Jump checks for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial penalty on Jump checks for every 10 feet of their speed below 30 feet.
No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Jump 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.
When jumping over a hazard, such as a pit or chasm or pool of acid, the DC is equal to the actual gap. Do not worry about the five feet of space you cross to get to a safe square; think of it as walking or running the 2–1/2 feet from the center of your original square to the edge of the pit, jumping the pit right to the other edge, and then walking the 2–1/2 feet to the center of the new square.
Long Jump | Jump DC |
---|---|
5 feet | 5 |
10 feet | 10 |
15 feet | 15 |
20 feet | 20 |
Greater than 20 feet | +5 per 5 feet |
High Jump | Jump DC |
1 foot | 4 |
2 feet | 8 |
3 feet | 12 |
4 feet | 16 |
Greater than 4 feet | +4 per foot |
When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Jump skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details.
Many conditions can affect your chances of success with Jump checks. The following modifiers to target DCs apply to all Jump skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.
Jump Modifiers | DC Modifier |
---|---|
Slightly obstructed (gravel, sand) | +2 |
Severely obstructed (cavern, rubble) | +5 |
Slightly slippery (wet) | +2 |
Severely slippery (icy) | +5 |
Slightly sloped (<45°) | +2 |
Severely sloped (>45°) | +5 |
Slightly unsteady (boat in rough water) | +2 |
Moderately unsteady (boat in a storm) | +5 |
Severely unsteady (earthquake) | +10 |
Action: None. A Jump check is made as part of another action or as a reaction to a situation.
Special: Liontaurs gain a +3 racial bonus on Jump checks.