Judas said:
Which Feat are you reffering to? Acrobatic Charge is a class ability, not a feat.
I wasn't referring to acrobatic charge as a feat, I was saying that there are feats out there that alter charge, and feats out there that give skills, and therefore skill can in some way be compared to feats.
Judas said:
Do you still believe you can jump within a charge?
Ah Ha! You have found (or pointed out) the actual heart of the issue. Jumping is part of a move action. Charging is a full round action, not a move action. You need a move action to jump, you don't have one if you're charging. Hence you cannot take that move action in the middle of your full round action.
That's a different point altogether, and it hits the actual heart of the matter.
Yes, I believe that if a charge included a move action you could jump as a part of a charge. But, assuming those quotes are correct (and I have no reason to believe that they are not), you can't take a move action and charge.
On the other hand, to answer your "and even if it was":
Judas said:
And even if it was, let's say you need to jump over a 5'x5'x3' table. The height at the apex of your needs to be a bit higher than the height of the table. You would need to clear about 5' at your apex so your feet would clear the edges of the table. Now, the height you achive is one quarter of the distance, so 5'x4 = 20' distance needed to be jumped, which is also a DC20. So there's 20' of a standard characters 30' move. Now you only have 10' of movement before the jump, so you're not meeting the required 20' run, so your 20 DC is now 40 (And for our Dwarf fighter in armor, he has -6 movement penalty and whatever the armor check penalty is for the chosen armor). If you double move you can keep the DC 20, but then you just used your attack action to move, so you can't even attack now for this turn.
Do you still believe you can jump within a charge?
Ignoring the above fact, that charging is a full round action and that therefore you can't take a move action in it (like jump). Yes, I believe that you can. First of all, you shouldn't attempt this particular jump with that dwarf that you meantioned (without some really good modifiers, you could do a lesser jump perhaps). And try not to wear all that armor if you can help it. I advise you to go with catfolk, or something similiar. (40 base speed, you could also try something with a +4 to strength, which would have the same net effect on a jump). Then you should get boots of haste (add 30 to your base speed for the jump). It'd also be nice to have a few levels of monk (lets say ninth level for an additional 30 to base speed). That's a base speed of 70 above the normal 30. That gives a bonus of +24 to jump. Now for skills. Be sure to have at least 5 in tumble for that +2 synergy bonus (Hey, tumble's a great skill, max it!). And max out that jump skill at +13 for a ninth level character. That's +39 to your jump before you add in strength. Yea, even with a strength modifier of 0 I think you could make that DC 40 check. I personally wouldn't even bother to make the roll. And that's without special equipment for jumping. (Really, the boots of haste were bought for other reasons, this is just a nice synergy).
For more fun, buy a +10 to jump skills item. They're only 10, 000 gold. And try to have at least a decent strength, say +2? That'll yield a +51 to jump.
Judas said:
In this case, I wouldn'thave a problem because the obstacle is a lack of substance and not an object, but I would rule that there would need to be 10' between the caster and the edge of the pit so you can regain lost speed from the jump.
On the gripping hand, I peronally have to have a problem with it or allow it no matter what the obsticle is, be it a lack of or a presense of. It's still the same mechanic, and so would be allowed either way.