High Jump, bringing that X4 to DC down a bit, and falling damage.

Brace Cormaeril

First Post
I've looked through numerous sources, but haven't come up with diddly. Anyone know how to reduce the DC on high jumps? The running start thing isn't a problem, so Leap of the Clouds is not going to help. Anyway, any good ideas?

Also, if I jump 10 feet straight up with a Jump check of 40, do I take 1d6 when I land?
 
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Brace Cormaeril said:
I've looked through numerous sources, but haven't come up with diddly. Anyone know how to reduce the DC on high jumps? The running start thing isn't a problem, so Leap of the Clouds is not going to help. Anyway, any good ideas?

Also, if I jump 10 feet straight up with a Jump check of 40, do I take 1d6 when I land?

just increase your speed/size, so the DC is more attainable? Be a large cat ?
 

Brace Cormaeril said:
Also, if I jump 10 feet straight up with a Jump check of 40, do I take 1d6 when I land?


If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

I'm not sure what you are trying to accomplish by the jump.

If it is to grab something (e.g., reach a ledge or something like that) you reach it with a successful jump check. If you fail the check then you don't reach the height in question and land on your feet where you started. IMO the phrase "land on your feat" would indicate that you didn't go up far enough to take damage, because of the falled check - it doesn't really say how far you go up with the failed check only with a successful one. Because the target DC is based on what you are attempting not on what happens with a check.

If you are trying to do something else like jump up and hit a target at the peak of your jump then you are in into a different circumstance and I think I'd go with taking damage. The example in the DMG (pg 303 under falling damage) comparing the difference between jumping down and falling down reflect a difference.
 

Brace Cormaeril said:
Also, if I jump 10 feet straight up with a Jump check of 40, do I take 1d6 when I land?

No. According to the FAQ, the only time you take falling damage is when you end up lower than where you started. So if you're somehow able to jump 60 feet straight up, you wouldn't take falling damage unless you landed farther than 60 feet down after your jump.
 

Brace Cormaeril said:
Anyone know how to reduce the DC on high jumps?
- Boots of striding and springing.
- Jump spell
- Haste (or anything else that increases your movement, like expeditious retreat)
- Use you polearm as a pole vault (ask your DM for mechanics on this)
- Use your spiked chain a grapnel
 

Brace Cormaeril said:
Also, if I jump 10 feet straight up with a Jump check of 40, do I take 1d6 when I land?
Considering a Jump check of 15 shaves off 1d6 when trying to jump down safely, I think it's reasonable to let that 1d6 be ignored.

Now if someone managed to jump up 100' feet somehow, yes, I say asses them the rest of the 9d6 damage on their return to the ground.

BTW, Any reason just not to use flight magic? Someone wanting to break the jumping maneuvers from Bot9S needs that height of jumps, but otherwise the effort is not worth it IMHO.

mvincent said:
- Boots of striding and springing.
- Jump spell
- Haste (or anything else that increases your movement, like expeditious retreat)
- Use you polearm as a pole vault (ask your DM for mechanics on this)
- Use your spiked chain a grapnel
Those are bonuses to jump checks. The OP want to drop the multipliers to Jump DCs. Which would work with those to make obscene jump heights
 
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If you happen to allow non-WotC products, there's a nice book called Beyond Monks: The Art of the Fight or something like that made by the Chainmail Bikini company. It's all about monks (including prestige classes, feats, and so on that all use Monk abilities to power, as well as a more martially-oriented monk base class called the Martial Artist). There's a feat (oddly named Leap of the Clouds...) that basically changes how you calculate jumps. In short, a standing high jump's DC now equals your Jump Check result. When making a long jump, you multiply your check by 4 to determine how far you jump. When you have a running start, you double your result as well (for a x2 to your check for a running high jump, or x8 to your check for a running long jump).

So, if you want to jump 20 feet straight up, without a running start, you have to get a 20 on your jump check. With a running start, that's a 10. If you're making a long jump, an 80 foot standing jump is a DC 20, and with a running start it's a DC 10.

There's then another feat (requiring this as a prerequisite) that allows you to Fly a certain number of rounds per day. I'll try to find this book in my collection soon for the specifics. In case you're thinking it's too powerful, the prereqs require you to be around 10th level or so to take the first one- so by that point, Fly spells and potions are commonplace, so who cares if you can jump 100 feet straight up? So can the mage, 5 levels earlier.
 


UltimaGabe said:
If you happen to allow non-WotC products, there's a nice book called Beyond Monks: The Art of the Fight or something like that made by the Chainmail Bikini company. It's all about monks (including prestige classes, feats, and so on that all use Monk abilities to power, as well as a more martially-oriented monk base class called the Martial Artist). There's a feat (oddly named Leap of the Clouds...) that basically changes how you calculate jumps. In short, a standing high jump's DC now equals your Jump Check result. When making a long jump, you multiply your check by 4 to determine how far you jump. When you have a running start, you double your result as well (for a x2 to your check for a running high jump, or x8 to your check for a running long jump).

So, if you want to jump 20 feet straight up, without a running start, you have to get a 20 on your jump check. With a running start, that's a 10. If you're making a long jump, an 80 foot standing jump is a DC 20, and with a running start it's a DC 10.

There's then another feat (requiring this as a prerequisite) that allows you to Fly a certain number of rounds per day. I'll try to find this book in my collection soon for the specifics. In case you're thinking it's too powerful, the prereqs require you to be around 10th level or so to take the first one- so by that point, Fly spells and potions are commonplace, so who cares if you can jump 100 feet straight up? So can the mage, 5 levels earlier.

I don't use non-WotC products, but thanks for the heads up from the FAQ. I also don't use Book of Nine Swords.
Thank you all for your input.
 

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