Use this skill to leap over pits, vault low fences, or jump down from a tree’s lowest branches.
Skill Traits
Key Ability: |
|
---|---|
Trained Only? |
No |
Armor Check Penalty? |
Yes |
Retry: |
No inherent penalties. |
Special: |
You can take 10 when making a Jump check. If there is no danger associated with falling, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not. |
Skill Applications
High Jump
Saga Edition Core Rulebook, page 68.
The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1 square high) ledge requires a successful DC 18 Jump check. If you use a pole of sufficient height to help you vault the distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled.
Jump Down
Saga Edition Core Rulebook, page 68.
If you intentionally jump down from a height, you can attempt a DC 15 Jump check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you succeed on this check and take no damage, you land on your feet.
Long Jump
Saga Edition Core Rulebook, page 68.
The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter-wide (2-square-wide) pit requires a successful DC 9 Jump check. If you do not get at least a 4-square running start, the DC is doubled.