Revision: 335
Author: todd.chambery
Date: Thu Sep 24 14:01:09 2009
Log: character overrides
http://code.google.com/p/charactermanager/source/detail?r=335
Modified:
/trunk/charmgrjs/main.js
/trunk/charmgrjs/skills.js
=======================================
--- /trunk/charmgrjs/main.js Thu Sep 24 13:53:33 2009
+++ /trunk/charmgrjs/main.js Thu Sep 24 14:01:09 2009
@@ -325,9 +325,9 @@
var weapon_data = weapons.first( {
id : chardata.weapons[j].weapon_id
});
- $('#weapon_' + j + '_name').text(chardata.weapons[j].name != null ?
chardata.weapons[j].name + "(" +
weapon_data.name + ")" :
weapon_data.name);
+ $('#weapon_' + j + '_name').text(chardata.weapons[j].name != null ?
chardata.weapons[j].name + " (" +
weapon_data.name + ")" :
weapon_data.name);
$('#weapon_' + j + '_crit').text(calc_critical(weapon_data.critical,
chardata.weapons[j], chardata.feats));
- $('#weapon_' + j + '_note').text(chardata.weapons[j].notes);
+ $('#weapon_' + j + '_note').text(chardata.weapons[j].note);
}
// armor
=======================================
--- /trunk/charmgrjs/skills.js Thu Sep 17 09:11:56 2009
+++ /trunk/charmgrjs/skills.js Thu Sep 24 14:01:09 2009
@@ -125,7 +125,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "You can make the outrageous or the untrue seem plausible, or
use doublespeak or innuendo to deliver a secret message to another
character. The skill encompasses acting, conning, fast talking,
misdirection, prevarication, and misleading body language. Use a bluff to
sow temporary confusion, get someone to turn and look where you point, or
simply look innocuous.<p class=sub><b>Check</b>: A Bluff check is opposed
by the target's Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier to the target's
Sense Motive check for each one.<table class=box><tr><td class=header>Bluff
Examples</td></tr><tr><td class=header>Example Circumstances</td><td
class=header>Sense Motive Modifier</td></tr><tr><td>The target wants to
believe you.</td><td align=center>-5</td></tr> <tr><td style='padding:
0 10px'>'These emeralds aren't stolen. I'm just desperate
for coin right now, so I'm offering them to you
cheap.'</td><td></td></tr><tr><td>The bluff is believable and
doesn't affect the target much.</td><td
align=center>+0</td></tr><tr><td style='padding: 0 10px'>'I
don't know what you're talking about, sir. I'm just a simple
peasant girl here for the fair.'</td><td></td></tr><tr><td>The bluff is
a little hard to believe or puts the target at some risk.</td><td
align=center>+5</td></tr><tr><td style='padding: 0 10px'>'You
orcs want to fight? I'll take you all on myself. I don't need my
friends' help. Just don't get your blood all over my new
surcoat.'</td><td></td></tr><tr><td>The bluff is hard to believe or
puts the target at significant risk.</td><td
align=center>+10</td></tr><tr><td style='padding: 0 10px'>'This
diadem doesn't belong to the duchess. It just looks like hers. Trust
me, I wouldn't sell you jewelry that would get you hanged, would
I?'</td><td></td></tr><tr><td>The bluff is way out there; it's
almost too incredible to consider.</td><td
align=center>+20</td></tr><tr><td style='padding: 0 10px'>'You
might find this hard to believe, but I'm actually a lammasu who's
been polymorphed into halfling form by an evil sorcerer. You know we
lammasu are trustworthy, so you can believe
me.'</td><td></td></tr></table><p class=sub>Favorable and unfavorable
circumstances weigh heavily on the outcome of a bluff. Two circumstances
can weigh against you: The bluff is hard to believe, or the action that the
target is asked to take goes against its self-interest, nature, persona-
lity, orders, or the like. If it's important, the DM can distinguish
between a bluff that fails because the target doesn't believe it and
one that fails because it just asks too much of the target. For instance,
if the target gets a +10 bonus on its Sense Motive check because the bluff
demands something risky, and the Sense Motive check succeeds by 10 or less,
then the target didn't so much see through the bluff as prove reluctant
to go along with it. A target that succeeds by 11 or more has seen through
the bluff (and would have done so even if that bluff had not entailed any
demand). <p class=sub>A successful Bluff check indicates that the target
reacts as you wish, at least for a short time (usually 1 round or less) or
believes something that you want it to believe. Bluff, however, is not a
suggestion spell. For example, you could use bluff to put a shopkeeper off
guard by saying that his shoes are untied. At best, such a bluff would make
the shopkeeper glance down at his shoes. It would not cause him to ignore
you and fiddle with his shoes. <p class=sub>A bluff requires interaction
between you and the target. Creatures unaware of you cannot be bluffed. <p
class=sub><i>Feinting in Combat</i>: You can also use Bluff to mislead an
opponent in melee combat (so that it can't dodge your next attack
effectively). To feint, make a Bluff check opposed by your target's
Sense Motive check, but in this case, the target may add its base attack
bonus to the roll along with any other applicable modifiers. If your Bluff
check result exceeds this special Sense Motive check result, your target is
denied its Dexterity bonus to AC (if any) for the next melee attack you
make against it. This attack must be made on or before your next turn. <p
class=sub>Feinting in this way against a nonhumanoid is difficult because
it's harder to read a strange creature's body language; you take a –
4 penalty on your Bluff check. Against a creature of animal Intelligence (1
or 2) it's even harder; you take a –8 penalty. Against a non-
ntelligent creature, it's impossible. <p class=sub>Feinting in combat
does not provoke an attack of opportunity. <p class=sub><i>Creating a
Diversion to Hide</i>: You can use the Bluff skill to help you hide. A
successful Bluff check gives you the momentary diversion you need to
attempt a Hide check while people are aware of you. This usage does not
provoke an attack of opportunity. <p class=sub><i>Delivering a Secret
Message</i>: You can use Bluff to get a message across to another character
without others understanding it. Two rogues, for example, might seem to be
talking about bakery goods when they're really planning how to break
into the evil wizard's laboratory. The DC is 15 for simple messages, or
20 for complex messages, especially those that rely on getting across new
information. Failure by 4 or less means you can't get the message
across. Failure by 5 or more means that some false information has been
implied or inferred. Anyone listening to the exchange can make a Sense
Motive check opposed by the Bluff check you made to transmit in order to
intercept your message (see Sense Motive, page 81). <p
class=sub><b>Action</b>: Varies. A Bluff check made as part of general
interaction always takes at least 1 round (and is at least a full-round
action), but it can take much longer if you try something elaborate. A
Bluff check made to feint in combat or create a diversion to hide is a
standard action. A Bluff check made to deliver a secret message doesn't
take an action; it is part of normal communication. However, the DM may
limit the amount of information you can convey in a single round. <p
class=sub><b>Try Again</b>: Varies. Generally, a failed Bluff check in
social interaction makes the target too suspicious for you to try again in
the same circumstances, but you may retry freely on Bluff checks made to
feint in combat. Retries are also allowed when you are trying to send a
message, but you may attempt such a retry only once per round. Each retry
carries the same chance of miscommunication. <p class=sub><b>Special</b>: A
ranger gains a bonus on Bluff checks when using this skill against a
favored enemy (see page 47). The master of a snake familiar (see the
Familiars sidebar, page 52) gains a +3 bonus on Bluff checks. If you have
the Persuasive feat, you get a +2 bonus on Bluff checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 onus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on
Disguise checks made when you know you're being observed and you try to
act in character."
+ detail: "You can make the outrageous or the untrue seem plausible, or
use doublespeak or innuendo to deliver a secret message to another
character. The skill encompasses acting, conning, fast talking,
misdirection, prevarication, and misleading body language. Use a bluff to
sow temporary confusion, get someone to turn and look where you point, or
simply look innocuous.<p class=sub><b>Check</b>: A Bluff check is opposed
by the target's Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier to the target's
Sense Motive check for each one.<table class=box><tr><td class=header>Bluff
Examples</td></tr><tr><td class=header>Example Circumstances</td><td
class=header>Sense Motive Modifier</td></tr><tr><td>The target wants to
believe you.</td><td align=center>-5</td></tr> <tr><td style='padding:
0 10px'>'These emeralds aren't stolen. I'm just desperate
for coin right now, so I'm offering them to you
cheap.'</td><td></td></tr><tr><td>The bluff is believable and
doesn't affect the target much.</td><td
align=center>+0</td></tr><tr><td style='padding: 0 10px'>'I
don't know what you're talking about, sir. I'm just a simple
peasant girl here for the fair.'</td><td></td></tr><tr><td>The bluff is
a little hard to believe or puts the target at some risk.</td><td
align=center>+5</td></tr><tr><td style='padding: 0 10px'>'You
orcs want to fight? I'll take you all on myself. I don't need my
friends' help. Just don't get your blood all over my new
surcoat.'</td><td></td></tr><tr><td>The bluff is hard to believe or
puts the target at significant risk.</td><td
align=center>+10</td></tr><tr><td style='padding: 0 10px'>'This
diadem doesn't belong to the duchess. It just looks like hers. Trust
me, I wouldn't sell you jewelry that would get you hanged, would
I?'</td><td></td></tr><tr><td>The bluff is way out there; it's
almost too incredible to consider.</td><td
align=center>+20</td></tr><tr><td style='padding: 0 10px'>'You
might find this hard to believe, but I'm actually a lammasu who's
been polymorphed into halfling form by an evil sorcerer. You know we
lammasu are trustworthy, so you can believe
me.'</td><td></td></tr></table><p class=sub>Favorable and unfavorable
circumstances weigh heavily on the outcome of a bluff. Two circumstances
can weigh against you: The bluff is hard to believe, or the action that the
target is asked to take goes against its self-interest, nature, persona-
lity, orders, or the like. If it's important, the DM can distinguish
between a bluff that fails because the target doesn't believe it and
one that fails because it just asks too much of the target. For instance,
if the target gets a +10 bonus on its Sense Motive check because the bluff
demands something risky, and the Sense Motive check succeeds by 10 or less,
then the target didn't so much see through the bluff as prove reluctant
to go along with it. A target that succeeds by 11 or more has seen through
the bluff (and would have done so even if that bluff had not entailed any
demand). <p class=sub>A successful Bluff check indicates that the target
reacts as you wish, at least for a short time (usually 1 round or less) or
believes something that you want it to believe. Bluff, however, is not a
suggestion spell. For example, you could use bluff to put a shopkeeper off
guard by saying that his shoes are untied. At best, such a bluff would make
the shopkeeper glance down at his shoes. It would not cause him to ignore
you and fiddle with his shoes. <p class=sub>A bluff requires interaction
between you and the target. Creatures unaware of you cannot be bluffed. <p
class=sub><i>Feinting in Combat</i>: You can also use Bluff to mislead an
opponent in melee combat (so that it can't dodge your next attack
effectively). To feint, make a Bluff check opposed by your target's
Sense Motive check, but in this case, the target may add its base attack
bonus to the roll along with any other applicable modifiers. If your Bluff
check result exceeds this special Sense Motive check result, your target is
denied its Dexterity bonus to AC (if any) for the next melee attack you
make against it. This attack must be made on or before your next turn. <p
class=sub>Feinting in this way against a nonhumanoid is difficult because
it's harder to read a strange creature's body language; you take a
-4 penalty on your Bluff check. Against a creature of animal Intelligence
(1 or 2) it's even harder; you take a -8 penalty. Against a non-
ntelligent creature, it's impossible. <p class=sub>Feinting in combat
does not provoke an attack of opportunity. <p class=sub><i>Creating a
Diversion to Hide</i>: You can use the Bluff skill to help you hide. A
successful Bluff check gives you the momentary diversion you need to
attempt a Hide check while people are aware of you. This usage does not
provoke an attack of opportunity. <p class=sub><i>Delivering a Secret
Message</i>: You can use Bluff to get a message across to another character
without others understanding it. Two rogues, for example, might seem to be
talking about bakery goods when they're really planning how to break
into the evil wizard's laboratory. The DC is 15 for simple messages, or
20 for complex messages, especially those that rely on getting across new
information. Failure by 4 or less means you can't get the message
across. Failure by 5 or more means that some false information has been
implied or inferred. Anyone listening to the exchange can make a Sense
Motive check opposed by the Bluff check you made to transmit in order to
intercept your message (see Sense Motive, page 81). <p
class=sub><b>Action</b>: Varies. A Bluff check made as part of general
interaction always takes at least 1 round (and is at least a full-round
action), but it can take much longer if you try something elaborate. A
Bluff check made to feint in combat or create a diversion to hide is a
standard action. A Bluff check made to deliver a secret message doesn't
take an action; it is part of normal communication. However, the DM may
limit the amount of information you can convey in a single round. <p
class=sub><b>Try Again</b>: Varies. Generally, a failed Bluff check in
social interaction makes the target too suspicious for you to try again in
the same circumstances, but you may retry freely on Bluff checks made to
feint in combat. Retries are also allowed when you are trying to send a
message, but you may attempt such a retry only once per round. Each retry
carries the same chance of miscommunication. <p class=sub><b>Special</b>: A
ranger gains a bonus on Bluff checks when using this skill against a
favored enemy (see page 47). The master of a snake familiar (see the
Familiars sidebar, page 52) gains a +3 bonus on Bluff checks. If you have
the Persuasive feat, you get a +2 bonus on Bluff checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 onus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on
Disguise checks made when you know you're being observed and you try to
act in character."
}, {
id: 3,
name: "Climb",
@@ -263,7 +263,7 @@
untrained: "Yes",
ability_id: 1,
armor_check_penalty: true,
- detail: "Use this skill to sink back into the shadows and proceed
unseen, to approach a wizard's tower under cover of brush, or to tail
someone through a busy street without being noticed. <p
class=sub><b>Check</b>: Your Hide check is opposed by the Spot check of
anyone who might see you. You can move up to one-half your normal speed and
hide at no penalty. When moving at a speed greater than one-half but less
than your normal speed, you take a –5 penalty. It's practically
impossible (–20 penalty) to hide while attacking, running or charging. <p
class=sub>For example, Lidda has a speed of 20 feet. If she doesn't
want to take a penalty on her Hide check, she can move only 10 feet as a
move action (up to a maximum of 20 feet in a round). <p class=sub>A
creature larger or smaller than Medium takes a size bonus or penalty on
Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny
+8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16. <p
class=sub>You need cover or concealment (see pages 150–152) in order to
attempt a Hide check. Total cover or total concealment usually (but not
always; see Special, below) obviates the need for a Hide check, since
nothing can see you anyway. <p class=sub>If people are observing you, even
casually, you can't hide. You can run around a corner or behind cover
so that you're out of sight and then hide, but the others then know at
least where you went. If your observers are momentarily distracted (such as
by a Bluff check; see below), though, you can attempt to hide. While the
others turn their attention from you, you can attempt a Hide check if you
can get to a hiding place of some kind. (As a general guideline, the hiding
place has to be within 1 foot per rank you have in Hide.) This check,
however, is made at a –10 penalty because you have to move fast. <p
class=sub><i>Sniping</i>: If you've already successfully hidden at
least 10 feet from your target, you can make one ranged attack, then
immediately hide again. You take a –20 penalty on your Hide check to
conceal yourself after the shot. <p class=sub><i>Creating a Diversion to
Hide</i>: You can use Bluff (page 67) to help you hide. A successful Bluff
check can give you the momentary diversion you need to attempt a Hide check
while people are aware of you. <p class=sub><b>Action</b>: Usually none.
Normally, you make a Hide check as part of movement, so it doesn't take
a separate action. However, hiding immediately after a ranged attack (see
Sniping, above) is a move action. <p class=sub><b>Special</b>: If you are
invisible, you gain a +40 bonus on Hide checks if you are immobile, or a
+20 bonus on Hide checks if you're moving. <p class=sub>If you have the
Stealthy feat, you get a +2 bonus on Hide checks. <p class=sub>A 13th-level
ranger can attempt a Hide check in any sort of natural terrain, even if it
doesn't grant cover or concealment. A 17th-level ranger can do this
even while being observed (see page 48)."
+ detail: "Use this skill to sink back into the shadows and proceed
unseen, to approach a wizard's tower under cover of brush, or to tail
someone through a busy street without being noticed. <p
class=sub><b>Check</b>: Your Hide check is opposed by the Spot check of
anyone who might see you. You can move up to one-half your normal speed and
hide at no penalty. When moving at a speed greater than one-half but less
than your normal speed, you take a -5 penalty. It's practically
impossible (-20 penalty) to hide while attacking, running or charging. <p
class=sub>For example, Lidda has a speed of 20 feet. If she doesn't
want to take a penalty on her Hide check, she can move only 10 feet as a
move action (up to a maximum of 20 feet in a round). <p class=sub>A
creature larger or smaller than Medium takes a size bonus or penalty on
Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny
+8, Small +4, Large -4, Huge -8, Gargantuan -12, Colossal -16. <p
class=sub>You need cover or concealment (see pages 150-152) in order to
attempt a Hide check. Total cover or total concealment usually (but not
always; see Special, below) obviates the need for a Hide check, since
nothing can see you anyway. <p class=sub>If people are observing you, even
casually, you can't hide. You can run around a corner or behind cover
so that you're out of sight and then hide, but the others then know at
least where you went. If your observers are momentarily distracted (such as
by a Bluff check; see below), though, you can attempt to hide. While the
others turn their attention from you, you can attempt a Hide check if you
can get to a hiding place of some kind. (As a general guideline, the hiding
place has to be within 1 foot per rank you have in Hide.) This check,
however, is made at a -10 penalty because you have to move fast. <p
class=sub><i>Sniping</i>: If you've already successfully hidden at
least 10 feet from your target, you can make one ranged attack, then
immediately hide again. You take a -20 penalty on your Hide check to
conceal yourself after the shot. <p class=sub><i>Creating a Diversion to
Hide</i>: You can use Bluff (page 67) to help you hide. A successful Bluff
check can give you the momentary diversion you need to attempt a Hide check
while people are aware of you. <p class=sub><b>Action</b>: Usually none.
Normally, you make a Hide check as part of movement, so it doesn't take
a separate action. However, hiding immediately after a ranged attack (see
Sniping, above) is a move action. <p class=sub><b>Special</b>: If you are
invisible, you gain a +40 bonus on Hide checks if you are immobile, or a
+20 bonus on Hide checks if you're moving. <p class=sub>If you have the
Stealthy feat, you get a +2 bonus on Hide checks. <p class=sub>A 13th-level
ranger can attempt a Hide check in any sort of natural terrain, even if it
doesn't grant cover or concealment. A 17th-level ranger can do this
even while being observed (see page 48)."
}, {
id: 16,
name: "Intimidate",
@@ -274,7 +274,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "Use this skill to get a bully to back down, to frighten an
opponent, or to make a prisoner give you the information you want.
Intimidation includes verbal threats and body language. <p
class=sub><b>Check</b>: You can change another’s behavior with a successful
check. Your Intimidate check is opposed by the target’s modified level
check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any]
+ target’s modifiers on saves against fear). If you beat your target’s
check result, you may treat the target as friendly, but only for the
purpose of actions taken while it remains intimidated. (That is, the target
retains its normal attitude, but will chat, advise, offer limited help, or
advocate on your behalf while intimidated. See the Diplomacy skill, above,
for additional details.) The effect lasts as long as the target remains in
your presence, and for 1d6×10 minutes afterward. After this time, the
target’s default attitude toward you shifts to unfriendly (or, if normally
unfriendly, to hostile). <p class=sub>If you fail the check by 5 or more,
the target provides you with incorrect or useless information, or otherwise
frustrates your efforts. <p class=sub><b>Demoralize Opponent</b>: You can
also use Intimidate to weaken an opponent’s resolve in combat. To do so,
make an Intimidate check opposed by the target’s modified level check (see
above). If you win, the target becomes shaken for 1 round. A shaken
character takes a –2 penalty on attack rolls, ability checks, and saving
throws. You can intimidate only an opponent that you threaten in melee
combat and that can see you. <p class=sub><b>Action</b>: Varies. Changing
another’s behavior requires 1 minute of interaction. Intimidating an
opponent in combat is a standard action. <p class=sub><b>Try Again</b>:
Optional, but not recommended because retries usually do not work. Even if
the initial check succeeds, the other character can be intimidated only so
far, and a retry doesn’t help. If the initial check fails, the other
character has probably become more firmly resolved to resist the
intimidator, and a retry is futile. <p class=sub><b>Special</b>: You gain a
+4 bonus on your Intimidate check for every size category that you are
larger than your target. Conversely, you take a –4 penalty on your
Intimidate check for every size category that you are smaller than your
target. <p class=sub>A character immune to fear (such as a paladin of 3rd
level or higher) can’t be intimidated, nor can nonintelligent creatures. If
you have the Persuasive feat, you get a +2 bonus on Intimidate checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Intimidate checks."
+ detail: "Use this skill to get a bully to back down, to frighten an
opponent, or to make a prisoner give you the information you want.
Intimidation includes verbal threats and body language. <p
class=sub><b>Check</b>: You can change another’s behavior with a successful
check. Your Intimidate check is opposed by the target’s modified level
check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any]
+ target’s modifiers on saves against fear). If you beat your target’s
check result, you may treat the target as friendly, but only for the
purpose of actions taken while it remains intimidated. (That is, the target
retains its normal attitude, but will chat, advise, offer limited help, or
advocate on your behalf while intimidated. See the Diplomacy skill, above,
for additional details.) The effect lasts as long as the target remains in
your presence, and for 1d6×10 minutes afterward. After this time, the
target’s default attitude toward you shifts to unfriendly (or, if normally
unfriendly, to hostile). <p class=sub>If you fail the check by 5 or more,
the target provides you with incorrect or useless information, or otherwise
frustrates your efforts. <p class=sub><b>Demoralize Opponent</b>: You can
also use Intimidate to weaken an opponent’s resolve in combat. To do so,
make an Intimidate check opposed by the target’s modified level check (see
above). If you win, the target becomes shaken for 1 round. A shaken
character takes a -2 penalty on attack rolls, ability checks, and saving
throws. You can intimidate only an opponent that you threaten in melee
combat and that can see you. <p class=sub><b>Action</b>: Varies. Changing
another’s behavior requires 1 minute of interaction. Intimidating an
opponent in combat is a standard action. <p class=sub><b>Try Again</b>:
Optional, but not recommended because retries usually do not work. Even if
the initial check succeeds, the other character can be intimidated only so
far, and a retry doesn’t help. If the initial check fails, the other
character has probably become more firmly resolved to resist the
intimidator, and a retry is futile. <p class=sub><b>Special</b>: You gain a
+4 bonus on your Intimidate check for every size category that you are
larger than your target. Conversely, you take a -4 penalty on your
Intimidate check for every size category that you are smaller than your
target. <p class=sub>A character immune to fear (such as a paladin of 3rd
level or higher) can’t be intimidated, nor can nonintelligent creatures. If
you have the Persuasive feat, you get a +2 bonus on Intimidate checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Intimidate checks."
}, {
id: 17,
name: "Jump",
@@ -286,7 +286,7 @@
untrained: "Yes",
ability_id: 0,
armor_check_penalty: true,
- detail: "<p class=sub>Use this skill to leap over pits, vault low
fences, or reach a tree’s lowest branches. <p class=sub><b>Check</b>: The
DC and the distance you can cover vary according to the type of jump you
are attempting (see below). <p class=sub>Your Jump check is modified by
your speed. If your speed is 30 feet (the speed of an unarmored human),
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. For instance, if you have a speed of 20 feet, you
take a –6 penalty on your Jump checks. If, on the other hand, your speed is
50 feet, you gain a +8 bonus. <p class=sub>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. <p class=sub>Distance moved by
jumping is counted against your normal maximum movement in a round. For
example, Krusk has a speed of 40 feet. If he moves 30 feet, then jumps
across a 10-foot-wide chasm, he’s then moved 40 feet total, so that’s his
move action. <p class=sub>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. <p
class=sub><i>Long Jump</i>: A long jump is a horizontal jump, made across a
gap like a chasm or stream. At the midpoint of the jump, you attain a
vertical height equal to one-quarter of the horizontal distance. The DC for
the jump is equal to the distance jumped (in feet). For example, a
10-foot-wide pit requires a DC 10 Jump check to cross. <p class=sub>If your
check succeeds, you land on your feet at the far end. If you fail the check
by less than 5, you don’t clear the distance, but you can make a DC 15
Reflex save to grab the far edge of the gap. You end your movement grasping
the far edge. If that leaves you dangling over a chasm or gap, getting up
requires a move action and a DC 15 Climb check.<table> <tr
class=header><td>Long Jump Distance</td><td>Jump DC<sup>1</sup></td></tr>
<tr><td>5 feet</td><td>5</td></tr> <tr><td>10 feet</td><td>10</td></tr>
<tr><td>15 feet</td><td>15</td></tr> <tr><td>20 feet</td><td>20</td></tr>
<tr><td>25 feet</td><td>25</td></tr> <tr><td>30 feet</td><td>30</td></tr>
</table><p><sup>1</sup> Requires a 20-foot running start. Without a running
start, double the DC. <p class=sub><i>High Jump</i>: A high jump is a
vertical leap made to reach a ledge high above or to grasp something
overhead, such as a tree limb. The DC is equal to 4 times the distance to
be cleared. For example, the DC for a high jump to land atop a 3-foot-high
ledge is 12 (3 × 4). <p class=sub>If you jumped up to grab something, a
successful check indicates that you reached the desired height. If you wish
to pull yourself up, you can do so with a move action and a DC 15 Climb
check. If you fail the Jump check, you do not reach the height, and you
land on your feet in the same spot from which you jumped. As with a long
jump, the DC is doubled if you do not get a running start of at least 20
feet.<table><tr class=header><td>High Jump
Distance<sup>1</sup></td><td>Jump DC<sup>2</sup></td></tr> <tr><td>1
foot</td><td>4</td></tr> <tr><td>2 feet</td><td>8</td></tr> <tr><td>3
feet</td><td>12</td></tr> <tr><td>4 feet</td><td>16</td></tr> <tr><td>5
feet</td><td>20</td></tr> <tr><td>6 feet</td><td>24</td></tr> <tr><td>7
feet</td><td>28</td></tr> <tr><td>8 feet</td><td>32</td></tr>
</table><p><sup>1</sup> Not including vertical reach; see below.
<p><sup>2</sup> Requires a 20-foot running start. Without a running start,
double the DC. <p class=sub>Obviously, the difficulty of reaching a given
height varies according to the size of the character or creature. The
maximum vertical reach (height the creature can reach without jumping) for
an average creature of a given size is shown on the table below. (As a
Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures (such as horse) don’t have the same vertical reach as
a bipedal creature; treat them as being one size category
smaller.<table><tr class=header><td>Creature Size</td><td>Vertical
Reach</td></tr> <tr><td>Colossal</td><td>128 ft.</td></tr>
<tr><td>Gargantuan</td><td>64 ft.</td></tr> <tr><td>Huge</td><td>32
ft.</td></tr> <tr><td>Large</td><td>16 ft.</td></tr>
<tr><td>Medium</td><td>8 ft.</td></tr> <tr><td>Small</td><td>4
ft.</td></tr> <tr><td>Tiny</td><td>2 ft.</td></tr>
<tr><td>Diminutive</td><td>1 ft.</td></tr> <tr><td>Fine</td><td>1/2
ft.</td></tr> </table><p class=sub><i>Hop Up</i>: You can jump up onto an
object as tall as your waist, such as a table or small boulder, with a DC
10 Jump check. Doing so counts as 10 feet of movement, so if your speed is
30 feet, you could move 20 feet, then hop up onto a counter. You do not
need to get a running start to hop up, so the DC is not doubled if you do
not get a running start. <p class=sub><i>Jumping Down</i>: If you
intentionally jump from a height, you take less damage than you would if
you just fell. The DC to jump down from a height is 15. You do not have to
get a running start to jump down, so the DC is not doubled if you do not
get a running start. <p class=sub>If you succeed on the check, you take
falling damage as if you had dropped 10 fewer feet than you actually did.
Thus, if you jump down from a height of just 10 feet, you take no damage.
If you jump down from a height of 20 feet, you take damage as if you had
fallen 10 feet. <p class=sub><b>Action</b>: 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. <p
class=sub><b>Special</b>: Effects that increase your movement also increase
your jumping distance, since your check is modified by your speed. <p
class=sub>If you have the Run feat, you get a +4 bonus on Jump checks for
any jumps made after a running start. <p class=sub>A halfling has a +2
racial bonus on Jump checks because halflings are agile and athletic. <p
class=sub>If you have the Acrobatic feat, you get a +2 bonus on Jump
checks. <p class=sub><b>Synergy</b>: If you have 5 or more ranks in Tumble,
you get a +2 bonus on Jump checks. <p class=sub>If you have 5 or more ranks
in Jump, you get a +2 bonus on Tumble checks."
+ detail: "<p class=sub>Use this skill to leap over pits, vault low
fences, or reach a tree’s lowest branches. <p class=sub><b>Check</b>: The
DC and the distance you can cover vary according to the type of jump you
are attempting (see below). <p class=sub>Your Jump check is modified by
your speed. If your speed is 30 feet (the speed of an unarmored human),
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. For instance, if you have a speed of 20 feet, you
take a -6 penalty on your Jump checks. If, on the other hand, your speed is
50 feet, you gain a +8 bonus. <p class=sub>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. <p class=sub>Distance moved by
jumping is counted against your normal maximum movement in a round. For
example, Krusk has a speed of 40 feet. If he moves 30 feet, then jumps
across a 10-foot-wide chasm, he’s then moved 40 feet total, so that’s his
move action. <p class=sub>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. <p
class=sub><i>Long Jump</i>: A long jump is a horizontal jump, made across a
gap like a chasm or stream. At the midpoint of the jump, you attain a
vertical height equal to one-quarter of the horizontal distance. The DC for
the jump is equal to the distance jumped (in feet). For example, a
10-foot-wide pit requires a DC 10 Jump check to cross. <p class=sub>If your
check succeeds, you land on your feet at the far end. If you fail the check
by less than 5, you don’t clear the distance, but you can make a DC 15
Reflex save to grab the far edge of the gap. You end your movement grasping
the far edge. If that leaves you dangling over a chasm or gap, getting up
requires a move action and a DC 15 Climb check.<table> <tr
class=header><td>Long Jump Distance</td><td>Jump DC<sup>1</sup></td></tr>
<tr><td>5 feet</td><td>5</td></tr> <tr><td>10 feet</td><td>10</td></tr>
<tr><td>15 feet</td><td>15</td></tr> <tr><td>20 feet</td><td>20</td></tr>
<tr><td>25 feet</td><td>25</td></tr> <tr><td>30 feet</td><td>30</td></tr>
</table><p><sup>1</sup> Requires a 20-foot running start. Without a running
start, double the DC. <p class=sub><i>High Jump</i>: A high jump is a
vertical leap made to reach a ledge high above or to grasp something
overhead, such as a tree limb. The DC is equal to 4 times the distance to
be cleared. For example, the DC for a high jump to land atop a 3-foot-high
ledge is 12 (3 × 4). <p class=sub>If you jumped up to grab something, a
successful check indicates that you reached the desired height. If you wish
to pull yourself up, you can do so with a move action and a DC 15 Climb
check. If you fail the Jump check, you do not reach the height, and you
land on your feet in the same spot from which you jumped. As with a long
jump, the DC is doubled if you do not get a running start of at least 20
feet.<table><tr class=header><td>High Jump
Distance<sup>1</sup></td><td>Jump DC<sup>2</sup></td></tr> <tr><td>1
foot</td><td>4</td></tr> <tr><td>2 feet</td><td>8</td></tr> <tr><td>3
feet</td><td>12</td></tr> <tr><td>4 feet</td><td>16</td></tr> <tr><td>5
feet</td><td>20</td></tr> <tr><td>6 feet</td><td>24</td></tr> <tr><td>7
feet</td><td>28</td></tr> <tr><td>8 feet</td><td>32</td></tr>
</table><p><sup>1</sup> Not including vertical reach; see below.
<p><sup>2</sup> Requires a 20-foot running start. Without a running start,
double the DC. <p class=sub>Obviously, the difficulty of reaching a given
height varies according to the size of the character or creature. The
maximum vertical reach (height the creature can reach without jumping) for
an average creature of a given size is shown on the table below. (As a
Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures (such as horse) don’t have the same vertical reach as
a bipedal creature; treat them as being one size category
smaller.<table><tr class=header><td>Creature Size</td><td>Vertical
Reach</td></tr> <tr><td>Colossal</td><td>128 ft.</td></tr>
<tr><td>Gargantuan</td><td>64 ft.</td></tr> <tr><td>Huge</td><td>32
ft.</td></tr> <tr><td>Large</td><td>16 ft.</td></tr>
<tr><td>Medium</td><td>8 ft.</td></tr> <tr><td>Small</td><td>4
ft.</td></tr> <tr><td>Tiny</td><td>2 ft.</td></tr>
<tr><td>Diminutive</td><td>1 ft.</td></tr> <tr><td>Fine</td><td>1/2
ft.</td></tr> </table><p class=sub><i>Hop Up</i>: You can jump up onto an
object as tall as your waist, such as a table or small boulder, with a DC
10 Jump check. Doing so counts as 10 feet of movement, so if your speed is
30 feet, you could move 20 feet, then hop up onto a counter. You do not
need to get a running start to hop up, so the DC is not doubled if you do
not get a running start. <p class=sub><i>Jumping Down</i>: If you
intentionally jump from a height, you take less damage than you would if
you just fell. The DC to jump down from a height is 15. You do not have to
get a running start to jump down, so the DC is not doubled if you do not
get a running start. <p class=sub>If you succeed on the check, you take
falling damage as if you had dropped 10 fewer feet than you actually did.
Thus, if you jump down from a height of just 10 feet, you take no damage.
If you jump down from a height of 20 feet, you take damage as if you had
fallen 10 feet. <p class=sub><b>Action</b>: 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. <p
class=sub><b>Special</b>: Effects that increase your movement also increase
your jumping distance, since your check is modified by your speed. <p
class=sub>If you have the Run feat, you get a +4 bonus on Jump checks for
any jumps made after a running start. <p class=sub>A halfling has a +2
racial bonus on Jump checks because halflings are agile and athletic. <p
class=sub>If you have the Acrobatic feat, you get a +2 bonus on Jump
checks. <p class=sub><b>Synergy</b>: If you have 5 or more ranks in Tumble,
you get a +2 bonus on Jump checks. <p class=sub>If you have 5 or more ranks
in Jump, you get a +2 bonus on Tumble checks."
}, {
id: 18,
name: "Knowledge (arcana)",