Does Jump provoke AoOs?

Noumenon

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I often hear people talking about rogues using the Jump skill to flank. Don't you take attacks of opportunity as you pass overhead? Unless you jump very high, like 12 feet in the air over a Medium character or 18 feet over a Large, which is higher than the description for the long jump skill.
 

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I often hear people talking about rogues using the Jump skill to flank. Don't you take attacks of opportunity as you pass overhead? Unless you jump very high, like 12 feet in the air over a Medium character or 18 feet over a Large, which is higher than the description for the long jump skill.
Rules for movement and AoO regarding Jump are the same as any other form of movement, including using Tumble while jumping to avoid AoO.
 

Oh! Thank you, that makes sense. The word "Tumble" doesn't have a whole lot of flavor there. Perhaps you're actually stepping on their heads and pushing off, or playing leapfrog?
 

Oh! Thank you, that makes sense. The word "Tumble" doesn't have a whole lot of flavor there. Perhaps you're actually stepping on their heads and pushing off, or playing leapfrog?

Or doing a somersault in the air or perhaps you did a handspring off the floor as part of your jump. Essentially, just think of floor gymnastics.
[ame]http://www.youtube.com/watch?v=2SvQJhCM1yw[/ame]
 

That thing she does at 0:54 looks perfect for going right over somebody's head and they can't even tell what direction you're facing. I should like, show that video to everyone and then bust out a female gymnast rogue, kind of like showing a picture in the monster manual but with tactics.

Thanks a lot for the great answers.
 


Gah! My post never made it from earlier!

Well, it's been mostly covered already, just remember that it's not very easy. Movement reductions DO follow real world matmematics when there's more than one doubling of movement cost.
http://www.d20srd.org/srd/movement.htm#hamperedMovement
If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling)

So, DC 25 Tumble else movement through the threatened squares counts as doubled. Likewise, you need a "running start," or else a standing jump cuts the check result in half to determine movement. And the vertical limit of the jump is check result / 4, so...you can see how doing this safely from a standing position can be very difficult without many skill ranks and possibly the PH2 feat to not take a penalty to standing jumps.
 

My current tabletop character is built around speed and mobility, and so has a high movement rate which in turn boosts his jump skill to incredible levels and a maxed out tumble skill to boot. The ability to jump and tumble over and around opponents is great.

It has brought up some interesting questions however; questions I wouldn't mind receiving opinions as to what's permissible according to the RAW. For instance, one trick that I've taken to doing is to jump up (either with a running start or from a standing position) at least 5-ft. and then; thereby gaining a +1 circumstance bonus to hit in melee for being higher then one's opponent. It's fun because it's essentially a free bonus that almost always applies. The landing part of the jump is then resolved at the beginning of the following turn. Is it a legal maneuver?

And when exactly does falling, if ever, figure into jumping? In the above example, should my character instead fall the 5-ft. to the ground at the end of his current turn; effectively granting a free 5-ft. of movement? Does falling distance count towards the distance moved by a character during his turn or is it free? Does falling occur only during a character's turn or immediately, like say, when a character is pushed off a roof by an opponent? What if, say, my character executes a full attack against an opponent while standing on the edge of a cliff. Can my character then take a five foot step off the cliff and feather fall to the bottom immediately, thereby gaining the extra movement for free?
 
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The +1 attack bonus is for "higher ground." By RAW, you don't get it simply by being at a higher base than the foe, you actually need to be on a solid surface. So, if it were a small hill or the back of a horse you would, but not by jumping up or even by using a fly speed to hover over the ground. Again, this is just the RAW, some DMs might allow it. I wouldn't, if it matters, because like you demonstrate, it's a little too easy then.

As for falling distance, I think RAW is that it counts as part of your movement. So if you don't have enough movement left to finish falling, you fall as far as your remaining movement allows, then finish it at the start of your next turn. I don't particularly like that ruling, it leaves open questions as to whether you can take actions to stab at someone who's free falling beside you if by the rules you're devoting your turn to movement (falling). But I believe that's the rules as written.
 

What's the rule for a jump where you run out of movement because it's quadruple cost? Are you just not allowed to make that jump, or is it OK but they charge you the movement on your next turn, or do you "hang in the air" until your next initiative count?
 

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