lingering high jump

skelso said:
It's my understanding that making a jump check is a standard action.
No, it's just part of movement, which can occur as a result of a move action or some other type of action (such as when Charging or Running).

skelso said:
You don't have to take a move action first, but it does lower the DC. It doesn't really matter if your jump check is somehow so astronomically high that you could leap 1000' feat. Whatever the result of your jump check, you can leap up to that far as a standard action.
Again, no. The rules are quite clear that any distance jumped counts toward your permitted amount of movement for that turn.
 

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FatherTome said:
I address this later in the post. Charging is the only option available to PCs or monsters without a fly speed or feats that change the way movement interacts with attacks. They still are forced to spend one or more move actions (depending on their base land speed and how high they jumped) to complete their jump.

Your assertion was, "The rules are a bit fuzzy on how jump interacts with the combat system." If charging is the sole option, in what way is that "fuzzy?"
 

My ruling would be:

I allow a jump to be "paused" mid-air, considering it to be an artifact of the necessarily limited round-by-round nature. You'll be required to start your next turn with a move action to complete the jump, and if anything comes in your way meanwhile, you'll fall. I'd allow a bull rush against anything that comes in your way , to avoid the image of a dove halting a warforged, but in most cases a bullrush is still a bad deal if you risk falling into a chasm on a failure, and a bull rush costs a standard action instead of a move action, so this is hardly good for the jumper.

You cannot make a coordinated attack as part of a jump without spring attack (since you cannot move-attack-move, normally), unless you're willing to fall after attacking (the idea being that if you consider the attack to be part of a charge which involves a jump, then sure, you may, but then you're done after the charge - and would fall). You fall no matter what after the attack. I would allow the jump-attack in principle, since it's just too cool for a PC, but the character would take the prone + charge penalties from having charges and fallen prone, and standing up is a move action which provoked AoO's.
 

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