Athletics (4E)

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4ED&D 4E
4th Edition Dungeons & Dragons

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 DC.
      • Assisted Jump If you can leapfrog, use a line to swing, or use a device such as a trampoline or vaulting pole, halve the DC.
  • 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/furthest point of a leap. Add the jump to your effective reach.
  • 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.
    • The standard modifiers for running start and assisted jumps apply here. It is generally easy to do an assisted jump as long as you are not trying to avoid opportunity attacks.