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DnDSkill-Jump

Page history last edited by ShadowLord 15 years, 7 months ago

D&D 3.5 Jump, skill - Enhanced

Players Handbook; SRD Link

 

Shadow d20 Notes: The below are new special tasks that cn be accomplished using the Jump skill.  Jump normally gets a penalty if your base land speed is only 20ft or less.  This seems to just be another penalty to those in heavy armor and this has been removed.  We have also changed the running start distance needed to make a jump from 20ft to 10ft.

 

Jump

Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

     All Jump DCs given here assume that you get a running start, which requires that you move at least 20 10 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.

 

New Tasks:

  • Jump Up: With a DC25 Jump check, you may bound to your feet from a prone position as a swift action that does not provoke an AoO, rather than a move action. If you fail, you stand as a move action and provoke an attack of opportunity.
  • Fence Jump: Successful DC15 Jump or Climb check reduces the cost to 5' (1 square) of movement. For a Climb check you must have at least one hand free.
    • Failure by 4 or less means that the character can move across the wall terrain, but each square costs 10' of movement.
    • Failure by 5 or more means that the character falls prone in the first square of past the wall terrain.
    • See Terrain PDF for full details.
  • Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start. If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. For every 10 points by which you beat the DC you can subtract an additional 10 feet from the fall when determining damage.

 

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