Difference between revisions of "Jump (D&D skill)"
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Jump skill can reduce falling damage by more than 1d6; each multiple of 15 on the Jump roll removes another die of falling damage. Mitigating at least some falling damage this way allows you to continue acting after a fall. | Jump skill can reduce falling damage by more than 1d6; each multiple of 15 on the Jump roll removes another die of falling damage. Mitigating at least some falling damage this way allows you to continue acting after a fall. | ||
Revision as of 17:49, 29 May 2007
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Unofficial rules compendium | |
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Falling
Jump skill can reduce falling damage by more than 1d6; each multiple of 15 on the Jump roll removes another die of falling damage. Mitigating at least some falling damage this way allows you to continue acting after a fall.
Naked Agility
A character that wears no armor, shield, shoes, gauntlets and only minimal clothes similar to a monk's or entertainer's outfit and whose total encumbrance does not exceed 1/10 of her light encumbrance limit gets a +2 bonus on all skills affected by armor penalty. In effect, you have a positive armor penalty. This affects Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. The bonus is +4 for Swim checks.
Swinging
The jump skill is used to swing on ropes, which is particularly useful on a sailing ship or in a jungle full of vines. It is a move action to grab a rope or vine, and can then ignore the penalty for either standing jumps or horizontal jumps, but not both at the same time. The Sail Monkey makes a rope a free action on board a ship and Brachiation does the same for a vine in a forest.
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