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Jumping over another character, rules please?
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<blockquote data-quote="kjenks" data-source="post: 2242720" data-attributes="member: 12892"><p>That depends on what you consider "normal movement."</p><p></p><p>The SRD says it's a DC 15 check to "Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally."</p><p></p><p>So ya gotta ask your DM what he considers to be "normal movement" because it's not really defined in the rules. The Main 3.5e FAQ has some hints.</p><p></p><p></p><p></p><p></p><p></p><p>So it looks to me like you can Tumble while using the Jump skill. But many people disregard the FAQ because it's internally inconsistent and it disagrees with the Core rules in many places, so ask your DM.</p><p></p><p>And to answer your original question, the rogue could make a Jump check to pass through the squares (cubes, really) above the fighter and orc, using Tumble (DC 15) to avoid the AoO from the orc. </p><p></p><p>If the rogue begins his movement immediately behind the fighter, he'd have to choose to make a standing jump or move away from the fighter then run up before making his jump.</p><p></p><p>For a running jump, the rogue would need to determine which square he'd start his jump in then move WAY back so he can run 20 ft. to that square. Since the rogue wants to clear 5 ft. height in the middle of his jump, he'd need to jump a horizontal distance of 20 ft. "At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance."</p><p></p><p>So let's start our rogue, fighter and orc in a 5-ft.-wide corridor. The rogue is in square A6, the fighter in A7, the orc in A8. The rogue wants the midpoint of his jump to be in A8, so he needs to begin his jump from square A5 or A6, landing in A9 or A10. So the rogue moves back to A2 (using up four squares of movement), then he reverses direction and moves quickly back to A6 to get his "running start." (This isn't actually the full-round Run maneuver where he loses his Dex bonus to AC, it's just moving quickly.) He begins his 20-ft. jump in A6 and lands in A10 (using up four more squares of movement). During his jump, as he leaves square A7, he provokes an AoO from the orc unless he makes a Tumble check, DC 15. After he lands in A10, he can use 5 ft. more of movement (one more square, for nine squares total) to move back to A9 so he's in a flanking position. Since nine squares of movement is more than a single move but less than a double move, the rogue can do all of this in one full round.</p><p></p><p>If he rolls less than 20 total on his Jump check, he lands short, which may cause him all sorts of trouble, depending on how low he rolls. If he gets a Jump total of less than 5, he never leaves his starting square (A6). If he gets 5-9, he would land in the fighter's square, in which case the rogue moves from A7 to the nearest legal square, A6, provoking an AoO from the orc unless the rogue makes a DC 15 Tumble check. If he gets 10-14, he lands in the orc's square, A8, and he moves to the nearest legal square, A9, again provoking an AoO from the orc unless the rogue makes a DC 15 Tumble check.</p><p></p><p>(Notice that accidentally missing this DC 20 Jump check by up to 10 is actually more beneficial than making it because the rogue gets into square A9 anyway with less movement.)</p><p></p><p>However, after all this movement, from A6 to A2, back to A6 then leaping, the elf rogue would have used up more than a single move action so he could not attack in the same round.</p><p></p><p>If the makes a standing jump, "If you do not get a running start, the DC for the jump is doubled." In this case, starting in A6, jumping to A9, the normal DC is 15, doubled to DC 30. Again, if the rogue lands short, he must move to the nearest legal square. This would only require three squares of movement, allowing your elf rogue a standard action, too, so he could jump and attack.</p></blockquote><p></p>
[QUOTE="kjenks, post: 2242720, member: 12892"] That depends on what you consider "normal movement." The SRD says it's a DC 15 check to "Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally." So ya gotta ask your DM what he considers to be "normal movement" because it's not really defined in the rules. The Main 3.5e FAQ has some hints. So it looks to me like you can Tumble while using the Jump skill. But many people disregard the FAQ because it's internally inconsistent and it disagrees with the Core rules in many places, so ask your DM. And to answer your original question, the rogue could make a Jump check to pass through the squares (cubes, really) above the fighter and orc, using Tumble (DC 15) to avoid the AoO from the orc. If the rogue begins his movement immediately behind the fighter, he'd have to choose to make a standing jump or move away from the fighter then run up before making his jump. For a running jump, the rogue would need to determine which square he'd start his jump in then move WAY back so he can run 20 ft. to that square. Since the rogue wants to clear 5 ft. height in the middle of his jump, he'd need to jump a horizontal distance of 20 ft. "At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance." So let's start our rogue, fighter and orc in a 5-ft.-wide corridor. The rogue is in square A6, the fighter in A7, the orc in A8. The rogue wants the midpoint of his jump to be in A8, so he needs to begin his jump from square A5 or A6, landing in A9 or A10. So the rogue moves back to A2 (using up four squares of movement), then he reverses direction and moves quickly back to A6 to get his "running start." (This isn't actually the full-round Run maneuver where he loses his Dex bonus to AC, it's just moving quickly.) He begins his 20-ft. jump in A6 and lands in A10 (using up four more squares of movement). During his jump, as he leaves square A7, he provokes an AoO from the orc unless he makes a Tumble check, DC 15. After he lands in A10, he can use 5 ft. more of movement (one more square, for nine squares total) to move back to A9 so he's in a flanking position. Since nine squares of movement is more than a single move but less than a double move, the rogue can do all of this in one full round. If he rolls less than 20 total on his Jump check, he lands short, which may cause him all sorts of trouble, depending on how low he rolls. If he gets a Jump total of less than 5, he never leaves his starting square (A6). If he gets 5-9, he would land in the fighter's square, in which case the rogue moves from A7 to the nearest legal square, A6, provoking an AoO from the orc unless the rogue makes a DC 15 Tumble check. If he gets 10-14, he lands in the orc's square, A8, and he moves to the nearest legal square, A9, again provoking an AoO from the orc unless the rogue makes a DC 15 Tumble check. (Notice that accidentally missing this DC 20 Jump check by up to 10 is actually more beneficial than making it because the rogue gets into square A9 anyway with less movement.) However, after all this movement, from A6 to A2, back to A6 then leaping, the elf rogue would have used up more than a single move action so he could not attack in the same round. If the makes a standing jump, "If you do not get a running start, the DC for the jump is doubled." In this case, starting in A6, jumping to A9, the normal DC is 15, doubled to DC 30. Again, if the rogue lands short, he must move to the nearest legal square. This would only require three squares of movement, allowing your elf rogue a standard action, too, so he could jump and attack. [/QUOTE]
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