| Post/Author/DateTime | Post |
|---|---|
| paulb10403-29-07, 09:14 PM | Hey :) Lets say you have a move of 30. You're enemy is fifty feet away from you in a straight line. Both people are humans, medium sized. You charge. Thirty feet into the move, you make a long jump, where your jump check is 35. According to the Jump rules, a roll of 35 means you long jump 35 feet. Questions: 1) In a charge you can move double your movement rate. With a jump of 35 feet, your total move is 65 feet. Is this a problem because the move was more than the 60 foot double move? 2) With a 35 foot long jump, the midpoint of the jump is a vertical height of 8.75 feet (one-quarter of the horizontal distance). This puts the enemy directly under the jumping character at the midpoint. Can the character attack the enemy without a reach weapon? Can the character attack the enemy with a reach weapon? 2a) If the character can attack the enemy while in mid-jump, does the character get the +2 bonus on the attack roll for the charge (Charge rules) and the +1 attack roll modifier for higher ground (Favorable and Unfavorable Conditions)? 3) What happens if the jumping character lands on the square with the enemy? Does that become a bull rush? If it is a bull rush, does the character get the +2 bonus on the Strength check? (Charge rules). 3a) What happens if the jumping character is an overly large half-orc weighing close to 400 pounds, and the enemy he lands on a 105 pound half-elf? Does that type of thing affect anything? Thanks! Paul |
| Marcus Majarra03-29-07, 10:46 PM | 1) The Jump check is only the limit on your jumping distance. In order to leap 30 feet, you need to secure a DC 30 Jump check. Since 35 beats 30, you're all set. 2) Dynamics indicate that the peak of your jump will be reached at the half-way point between the start and the end of the jump, assuming you leave and arrive at the same height. By the time you reach your opponent, you're practically level with it. 2a) You cannot make a charge attack and attack mid-jump, as this would imply that you must continue your movement after the attack, which is not what you do with charging (unless you're using Ride-by Attack). 3) You shouldn't be landing on your opponent's square. If you want to bull rush your opponent, you can't also attack. 3a) If you're landing on your opponent, you're making a bull rush. An overly large half-orc will most likely have a high Str score which, combined with the bonus from the charge, will result in a considerable bonus on the opposed Str check to bull rush the weak elf. |
| NoldorForce03-29-07, 10:52 PM | It's rather subtle, but 3.5 changed the Jump skill slightly. Notice how there are actual DCs for different distances? Nothing in the skill (as opposed to in 3.0) now states that you have to jump all the way; it is instead implied that you jump precisely as far as you wish to, assuming that you make the check. |
| Slimgauge03-29-07, 11:05 PM | I think you're not handling jump right. Unless you said "I'm jumping as far as I can" and then making your jump check to see how far you jumped, you instead say "I'm jumping from here (indicates a square) and trying to land here (indicates another square)". From the distance and the launch conditions (do you have room for a running start for example, did you run or meerly move) you figure out the DC of the jump. If you beat the DC you figured out, you make the jump as you declared. If you beat the DC by A LOT, you don't jump any further than you declared. If you didn't beat the DC, you figure out from the jump rules what happened. 1) I seem to recall reading rules for this case but I can't find them right now. If I were DM'ing, I'd rule that your next action must be a move action and subtract your 5 foot overage from it. 2) You can't attack in the middle of a double-move or charge, reach or no. Perhaps if you were using the Spring Attack feat or performing an overrun, but they only work in the middle of a single move. 2a) No. The attack from a charge happens at the END of the charge. And NO. Even if you're attacking with Spring Attack or Fly-by, you're not on higher ground, you're in the air. You might argueably benefit from the Battle Jump feat if you have it. 3) Overrun attack, not a bull-rush. 3a) 400 pound orcs tend to beat half-elves in strength checks. Smart half-elves make the free AoO and then let the overrunning Orc pass. edit: Ninja'd twice, I must type slow |
| Vegepygmy03-30-07, 11:57 AM | 2a) You cannot make a charge attack and attack mid-jump, as this would imply that you must continue your movement after the attack, which is not what you do with charging (unless you're using Ride-by Attack).I agree with Marcus, except on this point. I see no problem charging and making your attack mid-jump. Your movement for the round does end (as it must when you charge); you are simply "hanging" until your next turn, when you must finish the jump and land...exactly as if you had exceeded your normal maximum movement distance with a Jump check. To illustrate: A character with a Speed of 30 moves 50 feet and long jumps as far as he can. His Jump check is 20, so he will long jump 20 feet. He can only move 10 more feet this round, however. At the end of his turn, per the Jump rules, he is halfway through his 20-foot jump, 5 feet off the ground. On his next turn, his first action is a move action to complete the jump (10 feet of movement). So for the charging character in the OP's scenario, it works like this: he moves 30 feet and jumps. His Jump check is 35. His target is 20 feet away. Assuming he can attack his target from 7.5 feet in the air, he makes his attack after having moved a total of 50 feet (30 feet running, 20 feet jumping). His turn ends, and he "hangs" in the air until his next turn, when his first action must be a move action to complete his jump (15 feet of movement). |