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General Tabletop Discussion
*Pathfinder & Starfinder
mid air actions (jumping)
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<blockquote data-quote="DanMcS" data-source="post: 392407" data-attributes="member: 6530"><p>To hang in the air for six seconds, you would have to have a vertical jump of 45 meters, or about 150 feet. That's vertical. Jumping horizontally is faster- in six seconds, you could go 60 meters or better, or more than 200 feet. Actually, that's probably not far enough, but it's based on a take-off speed of 10 m/s, or a D&D movement of about 200' per round.</p><p></p><p>There had better be a 48 meter ceiling above your head, though, or you're screwed, whacking into for falling damage or more!</p><p></p><p>A high level monk tops out at speed 90. Boots of S&S double that, and give a +10 to jump. Give him a jump skill of 23 for being a 20th level monk. He really, really, wants to jump far, so he also has tumble for the synergy bonus.</p><p></p><p>He rolls a 20. +25, that's 45; +10 for the boots= 55; that gives us 45 feet plus 5 base is a 50 foot jump- if he were moving at speed 30. He's moving at 180, for a multiplier of 6, or distance of 300.</p><p></p><p>Takeoff speed is 180/6, gives us 30 feet a second, for a hang time of 10 seconds.</p><p></p><p>Due to how I picture the Boots working, though, giving you a special kick to your jump that increases your base move/second, I'd say he actually jumps at about speed 40ft/s. Still a hang time of almost 8 seconds, very respectable. I'd let him do things that didn't take a lot of concentration. He'll want to be planning on that landing, after all.</p><p></p><p>The ceiling better be at least 80 meters tall, though, or he's screwed. Falling damage from hitting the ceiling, then he falls again all the way to the floor, plus he doesn't get anywhere near the 300 foot jump, and probably ends up falling onto whatever he was trying to clear.</p><p></p><p>By the way, if you want him to be in the air for 10 seconds like I first calculated, the ceiling needs to be 125 meters.</p><p></p><p>There are a couple more modifiers you can toss in there, but basically you need to have a movement around 200 and clear around 300 feet on your jump for it to take longer than a round.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 392407, member: 6530"] To hang in the air for six seconds, you would have to have a vertical jump of 45 meters, or about 150 feet. That's vertical. Jumping horizontally is faster- in six seconds, you could go 60 meters or better, or more than 200 feet. Actually, that's probably not far enough, but it's based on a take-off speed of 10 m/s, or a D&D movement of about 200' per round. There had better be a 48 meter ceiling above your head, though, or you're screwed, whacking into for falling damage or more! A high level monk tops out at speed 90. Boots of S&S double that, and give a +10 to jump. Give him a jump skill of 23 for being a 20th level monk. He really, really, wants to jump far, so he also has tumble for the synergy bonus. He rolls a 20. +25, that's 45; +10 for the boots= 55; that gives us 45 feet plus 5 base is a 50 foot jump- if he were moving at speed 30. He's moving at 180, for a multiplier of 6, or distance of 300. Takeoff speed is 180/6, gives us 30 feet a second, for a hang time of 10 seconds. Due to how I picture the Boots working, though, giving you a special kick to your jump that increases your base move/second, I'd say he actually jumps at about speed 40ft/s. Still a hang time of almost 8 seconds, very respectable. I'd let him do things that didn't take a lot of concentration. He'll want to be planning on that landing, after all. The ceiling better be at least 80 meters tall, though, or he's screwed. Falling damage from hitting the ceiling, then he falls again all the way to the floor, plus he doesn't get anywhere near the 300 foot jump, and probably ends up falling onto whatever he was trying to clear. By the way, if you want him to be in the air for 10 seconds like I first calculated, the ceiling needs to be 125 meters. There are a couple more modifiers you can toss in there, but basically you need to have a movement around 200 and clear around 300 feet on your jump for it to take longer than a round. [/QUOTE]
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mid air actions (jumping)
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