--- Round 6 ---
It takes a bit of shuffling around to make some space. Ironwolf sets himself up at the edge of the pit, ready to give the others a hand to jump across. Glancing down he notices that there are spikes, dulled with age and grim, lining the bottom of the pit.
Eternity goes first. She lines up, takes a couple of strides and launches herself across the pit to land safely on the other side. Gathering herself up, she backs off a little to give the next person room.
-ooc-
Just noting rounds for the sake of keeping tabs on spell durations. One person jumping per round sounds about right.
[sblock=Jump DC 10]Humm, Spd modifiers. Didn't know about them. The DC above represents the lack of available run up space. Please include it if necc in the check mod you give me.
From SRD: 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 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
Long Jump: 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. The DC for the jump is equal to the distance jumped (in feet).
If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save 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 a move action and a DC 15 Climb check.[/sblock]