Acrobatics: Difference between revisions
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==Long Jump== | ==Long Jump== | ||
{{:Long Jump}} | {{Template:SkillUse | ||
| Skill-Use = Long Jump | |||
| Core-Skill = Acrobatics | |||
| Benefit = A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. If your check succeeds, you land on your feet at the far end. You must declare the target square of your jump and indicate the distance required prior to making the check. Note that a long jump is only required if the space you wish to cross is larger than your own space: A size Huge creature can cross gaps up to fifteen feet wide simply by stepping across them, for example. Conversely, a size Diminutive creature must make a Jump check to cross a gap larger than twelve inches. Further note that the distance of a Jump is not affected by your Size in any way: A ten foot leap means a size Tiny creature is a prodigious leaper, while a size Colossal creature jumping ten feet seems relatively sluggish. | |||
| Action = Long jumps are part of a move action, and require as much movement as the distance of the jump. No jump can allow you to exceed your maximum movement for the round (but see Astounding Leap, below). | |||
| DC = {{#!: | |||
{| class="ep-default2" style="text-align:center" | |||
|- style="Background:#DEB887; Color:#000;" | |||
! Long Jump || Acrobatics DC | |||
|- | |||
| align="left" | 5 feet || 5 | |||
|- | |||
| align="left" | 10 feet || 10 | |||
|- | |||
| align="left" | 15 feet || 15 | |||
|- | |||
| align="left" | 20 feet || 20 | |||
|- | |||
| align="left" | Greater than 20 feet || +5 per 5 feet | |||
|} | |||
}} | |||
| Modifiers = * If you do not take at least a 10 foot running start, the DC of the check is doubled. | |||
* If you use a pole at least as long as one side of your space as part of a running jump, you gain a +5 circumstance bonus on your Acrobatics check (but must let go of the pole in the process). | |||
* If you wish to combine a long jump with a high jump, the target DC's are added together, and a single check is made to determine the outcome. | |||
* Some or all of the circumstance bonuses above and below may or may not apply to Jump checks at the DM's discretion. A large wagon would allow a running Jump check from its bed, but Jumping from a wagon careening down a rocky slope in a tornado is likely to have a few modifiers attached. | |||
If you were attempting to leap across a chasm and failed your check by less than 5, you can make an average [[Might]] skill check for your character level to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires an entire move action and an Easy [[Movement]] check to climb up for your character level. | |||
| Retry = If you are not prone, and have movement remaining, you may retry the jump in the same round. If not, it requires another move action. | |||
| Provokes = Yes, as with any normal movement. | |||
}} | |||
==High Jump== | ==High Jump== |