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Mounted Charge [was this legal per R.A.W.?]
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<blockquote data-quote="frankthedm" data-source="post: 1966613" data-attributes="member: 1164"><p>That dc 15 is just the DC to see if you stay with! If your mount has a low jump modifier then a ride of +150 won't get you an inch higher than the +12 [4*STR 8*extra speed over 30] modifier for a mount with an 18 STR and 50 foot movement. Now if that mount does have the run feet this would add +4 more IF you got to the 20 foot mark before your mount needed to make the jump.</p><p></p><p><span style="color: lime">Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump <em>modifier, </em><u><strong>whichever is <span style="font-size: 15px">lower</span>,</strong></u> to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.</span></p><p> <span style="color: lime"></span></p><p><span style="color: lime"></span></p><p><span style="color: lime">JUMP (STR; ARMOR CHECK PENALTY)</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Distance moved by jumping is counted against your normal maximum movement in a round.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.</span></p><p><span style="color: lime">Long Jump Distance Jump DC1</span></p><p><span style="color: lime">5 feet 5</span></p><p><span style="color: lime">10 feet 10</span></p><p><span style="color: lime">15 feet 15</span></p><p><span style="color: lime">20 feet 20</span></p><p><span style="color: lime">25 feet 25</span></p><p><span style="color: lime">30 feet 30</span></p><p><span style="color: lime">1 Requires a 20-foot running start. Without a running start, double the DC.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.</span></p><p><span style="color: lime">High Jump Distance1 Jump DC2</span></p><p><span style="color: lime">1 foot 4</span></p><p><span style="color: lime">2 feet 8</span></p><p><span style="color: lime">3 feet 12</span></p><p><span style="color: lime">4 feet 16</span></p><p><span style="color: lime">5 feet 20</span></p><p><span style="color: lime">6 feet 24</span></p><p><span style="color: lime">7 feet 28</span></p><p><span style="color: lime">8 feet 32</span></p><p><span style="color: lime">1 Not including vertical reach; see below.</span></p><p><span style="color: lime">2 Requires a 20-foot running start. Without a running start, double the DC.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.</span></p><p><span style="color: lime">Creature Size Vertical Reach</span></p><p><span style="color: lime">Colossal 128 ft.</span></p><p><span style="color: lime">Gargantuan 64 ft.</span></p><p><span style="color: lime">Huge 32 ft.</span></p><p><span style="color: lime">Large 16 ft.</span></p><p><span style="color: lime">Medium 8 ft.</span></p><p><span style="color: lime">Small 4 ft.</span></p><p><span style="color: lime">Tiny 2 ft.</span></p><p><span style="color: lime">Diminutive 1 ft.</span></p><p><span style="color: lime">Fine 1/2 ft.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you have the Acrobatic feat, you get a +2 bonus on Jump checks.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.</span></p><p><span style="color: lime"></span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1966613, member: 1164"] That dc 15 is just the DC to see if you stay with! If your mount has a low jump modifier then a ride of +150 won't get you an inch higher than the +12 [4*STR 8*extra speed over 30] modifier for a mount with an 18 STR and 50 foot movement. Now if that mount does have the run feet this would add +4 more IF you got to the 20 foot mark before your mount needed to make the jump. [COLOR=lime]Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump [I]modifier, [/I][U][B]whichever is [SIZE=4]lower[/SIZE],[/B][/U][B][/B] to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement. JUMP (STR; ARMOR CHECK PENALTY) Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below). Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet. All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. Distance moved by jumping is counted against your normal maximum movement in a round. If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more. Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check. Long Jump Distance Jump DC1 5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 30 feet 30 1 Requires a 20-foot running start. Without a running start, double the DC. High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared. If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet. High Jump Distance1 Jump DC2 1 foot 4 2 feet 8 3 feet 12 4 feet 16 5 feet 20 6 feet 24 7 feet 28 8 feet 32 1 Not including vertical reach; see below. 2 Requires a 20-foot running start. Without a running start, double the DC. Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller. Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine 1/2 ft. Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start. Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start. If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump. Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed. If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start. A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic. If you have the Acrobatic feat, you get a +2 bonus on Jump checks. Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks. If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks. [/COLOR] [/QUOTE]
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