Difference between revisions of "Athletics (4E)"

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m (→‎Jump: Stunts)
(Assisted jumps)
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* '''Running Start:''' If you do not move at least 2 squares
 
* '''Running Start:''' If you do not move at least 2 squares
 
before making the jump, double the difficulties.
 
before making the jump, double the difficulties.
 +
* '''Assisted Jump''' If you can use a chandelier, trampoline, vaulting pole, running up a wall for a high jump, or some other means of assisting your jump, Halve the DC. In exceptional cases (using counterweights or catapults), it might nor be a jump stunt at all.
 
* '''Uses Movement:''' Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (Player's Handbook page 284).
 
* '''Uses Movement:''' Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (Player's Handbook page 284).
 
* '''Jump and catch''': If you do not jump far enough or high enough, but fail by less than five feet, you can catch hold by using the Climb rules.
 
* '''Jump and catch''': If you do not jump far enough or high enough, but fail by less than five feet, you can catch hold by using the Climb rules.

Revision as of 14:44, 15 February 2009

Jump

Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.

Jump: Part of a move action.

  • DC: Calculated separately for height and length of jump, then the highest DC is used. You can also begin by making the check, then see how far you got using the check result as your DC.
    • Vertical Jump DC: Height in feet x4 or height in squares x20.
    • Horizontal Jump DC: Length in feet x1 or distance in squares x5.
  • Running Start: If you do not move at least 2 squares

before making the jump, double the difficulties.

  • Assisted Jump If you can use a chandelier, trampoline, vaulting pole, running up a wall for a high jump, or some other means of assisting your jump, Halve the DC. In exceptional cases (using counterweights or catapults), it might nor be a jump stunt at all.
  • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (Player's Handbook page 284).
  • Jump and catch: If you do not jump far enough or high enough, but fail by less than five feet, you can catch hold by using the Climb rules.
  • Jump and Attack: You can make an attack at the highest point of a high jump.
  • Jump over enemies: To jump over an enemy has a difficulty of that enemy's space x20; Add 20 if you wish to leap over its reach. The DM can halve this difficulty for multipeds, slimes and other mostly horizontal creatures.