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⌂ Home > Skills > Skills List > Strength (STR) > Jump (STR; Armor Check Penalty; TD 0÷11)

Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).
Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
Distance moved by jumping is counted against your normal maximum movement in a round.
If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.

Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.
If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.

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A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.
If you have the Acrobatic feat, you get a +2 bonus on Jump checks.
Synergy: If you have 5 or more ranks in Tumbling, you get a +2 bonus on Jump checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumbling checks.