Remathilis said:
Ok, according to 3.5 RAW, how would I do this?
An elf rogue is watching his human fighter friend go toe-to-toe with an orc. The rogue is behind is friend, and wishes to run, jump over both the fighter and the orc, and set himself up for a sneak attack (in the same round if possible).
Notes:
* The rogue can hit a jump DC 30 with no sweat. His movement rate is 30 ft.
* The rogue has tumble and moblity.
Now here is the questions.
* What DC does he need to hit to jump both the orc and the fighter? Is this a long jump or a standing jump.
* Does this provoke an AoO from the Orc?
* How much movement does he need to make the jump (assuming he needs 20 ft to run.)
* Can he make an attack after the jump?
* If he cannot, what skills/feats/magic items would he need to do so?
Thanks
This answer has gotten complex enough, it needs section headings in order to follow.
INTRODUCTION
The rogue can go one of two ways. Either he can jump over the group and clear it by at least 5' to avoid moving through the threatened space above the orcs head, or he tumble through the space that the orc is in without jumping.
JUMP BASICS
To do the jump, the rogue needs to clear 15' of distance and 10' of height. Height is the big constraint here. To clear that much heigh, the rogue needs a jump check that would allow them to clear at least 40', because jumps only go 25% as high as they cover. Assuming the rogue gets a 20' running start, the rogue needs to hit a DC 40. Without a running start, the jump is DC 80. Either way, because the jump's maximum height is halfway through it, the character would need to take off 20' in front of the orc.
Strictly according to the rules, the player
must cover 40' of distance jumping + 20' of running start, during his move action in order to obtain the necessary height. He can do both these things as part of a double move action and still finish on the ground, but he'll land 20' on the other side of the orc, and need to move back to attack next round.
With a standing jump (80 DC remember), the player only covers 40' of distance during his move, and then can use the rest of his second move to cover the other 20' back to the orc. Since this is 40' of move + 20' of the move, the character lands and then gets back into position to flank in the same round but still can't attack until next round.
HYPOTHETICAL JUMP
So far, everything is clear. But now, we get into interpretation issues. Suppose the player wants to know what the DC is for a jump that ONLY covers 10' of height and 15' of distance. That would seem obvious, but the rules actually provide no explicit guidance that I can see. If you think is is wierd, you wouldn't be alone. Arguably then, under the RAW this can't be done, even though it would seem to be easier to do a standing jump covering 10' of height and 15' of distance than a standing jump covering 10' of height and 40' of distance.
There are several possible solutions and I won't pretend that only one of them is right. Untimately, you are going to have to fudge a DC by some method, and hopefully that method proves good enough that you can stick to it. One method that should generate good numbers is adding the DC of the distance to the DC of the height. In this case, that would be DC 55 for a running jump and DC 110 for a standing jump. That's a good firm number in that the system will never be busted (the DC's will always be adequately hard for the feat to be accomplished), but arguably its a bit too harsh and it still has the the problem that its easier to jump 10' + 40' than 10' + 15'. My gut feeling is that those numbers are about twice as hard as they should be, so I would add half the DC of the distance + half the DC of the height.* That would mean a running jump DC of 28 and a standing jump DC of 55. If your PC has a move of 35' or better, they can jump over the combat and make a sneak attack in the same round with a DC 28 jump check, or if the PC has a move of 30' or less, they can jump over the combat and make a sneak attack in the same round with a DC 55 jump check.
PRICE OF FAILURE
Now, what are we going to do if we miss the DC. Assuming the case of the normal SRD jump, for each point you miss the DC by, you go 1' shorter and 1/4' less high. I haven't given the character ANY wiggle room so if you miss the DC by even one point, you descend into the Orc's threatened square and draw an attack of oppurtunity as you jump over head. The SRD gives no guidance on this that I see, but I would rule that a character that was in mid-jump was flat-footed because you are basically helpless to dodge. Note that the character would lose his dodge bonus bonus from Mobility under this ruling (obviously, you can't dance around mid-air unless you have a fly speed). If you fail the check by 15 or more, you plow into (or through) the orc (still drawing the AoO as you do). Again, the rules don't offer alot of explicit guidance on landing in an obstructed space that I can see, so here we are going to get really far out. If the orc is not flat footed with respect you, he can choose to avoid you. If not, he can make a trip attack on you as you enter his square. If he does though, you automatically get to make a trip attack on him. One or both of you may fall prone in the square. Even if you don't get 'tripped', you still have to make an obstructed landing. Make a DC 25 tumble check or end up prone in the square you would have landed in if you hadn't had an orc in your way. After all this is resolved, I'd give 1d6 non-lethal damage to anyone that was prone by way of modeling the impact.
THE EASIER ALTERNATIVE
The other way to do this is alot easier. Simply make a DC 25 tumble check to pass through the orcs space without drawing an AoO. Then turn around and make your sneak attack. Note however that many groups prefer to use an opposed check on tumbles through an enemies space to the flat Dc of the SRD, because its the exact DC to tumble through the space of the parties 20th level fighter as it is through the space of an orc.
FOOTNOTES CONCERNING HYPOTHETICAL JUMPS
* UPDATE: This is only a rough number, but now that I've had some time to think about it, it works out pretty well. If we use the same rule to reverse engineer the DC's of various long jumps you get numbers your numbers back. For instance:
20' long jump (5' high) would work out to DC 20. It's DC 20 normally
30' long jump (7.5' high) would work out to DC 30. It's DC 30 normally.
40' long jump (10' high) would work out to DC 40. It's DC 40 normally.
One thing I wouldn't allow is a jump that was 'flatter' than normal at a lower DC. If a character wanted to jump say 40' but only 5' high (perhaps to avoid hitting the ceiling), I'd make the difficulty equal to jumping the same distance higher. In this case, the 40' jump that's 5' high would be the same DC as a 40' jump 15' high, which is DC 50. It's harder to do flat trajectory jumps than normal trajectory jumps.
The other thing that I'd watch for is jumps which are higher than they are long. If a character wants to jump higher than his distance, use the above method or the high jump DC which ever is higher. For instance, using the above method, a 40' high jump that covers 5' is DC 83. But normally, its takes a DC 160 jump to jump up 40' straight up. Use the higher number.