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→General Rules: typo correction
Most jump abilities are modified by the type of start you have before you attempt the jump. The table below indicates the distance you must move in order to qualify for the listed start type. This movement must be in the same direction as the jump, and must occur immediately before you make the jump. If you have an ability that allows you to make a turn while taking a run or charge action, only the last 5 feet must be in the same direction as the jump. You can use up to two sequential move actions to move a sufficient distance to qualify for a start type, even if this means that you take your jump check in the middle of a turn other than the one you began moving in.
Also note that there you can achieve some large heights with this jump skill. A character does not suffer falling damage for landing from one of their own jumps unless they land below the elevation they jumped from. In that case, they only suffer damage for the difference in elevation. If they jumped 50 feet in the air, and then fell 90 feet to land 40 feet beneath their initial height, they only suffer daamge damage as if the fall was 40 feet high. They still suffer damage from falls as normal even if they could easily jump such a height, however, as the preparation for the jump is not there to mitigate the fall in these cases.</onlyinclude>
===Check Modifiers===