Jump Distance vs Movement Speed

The ease of jumping depends on your base movement speed compared to the jump distance:

  • Base move exceeds distance by more than 3x: No check required
  • Base move is exactly 3x the distance: Only a critical fail causes a fall
  • Base move is 2x the distance: Must make an AGL check to not fail

Specific Distances

5' Leap

  • No check required unless movement is 15' or less
  • At 15' movement: AGL check, critical fail = don't make it
  • At 10' movement: AGL check to succeed

10' Leap

  • No check required if movement is above 30'
  • At 30' movement: AGL check, critical fail = don't make it
  • At 20' movement: Must make AGL check to succeed

15' Leap

  • No check required if movement is above 45'
  • At 45' movement: AGL check, critical fail = don't make it
  • At 30' movement: Must make AGL check to succeed

Falling Short

If you are only 5' short of making a jump:

  • You are automatically failing the jump
  • You can make an AGL check to catch the ledge
  • If more than 5' short, you fall automatically
Acrobatics can remove the AGL check to catch the ledge, but the character still slams into the wall and grabs the lip rather than clearing the jump cleanly.

Avowed with Leaps and Bounds treat all jumped distances as 5 feet shorter.

Jumping provokes reaction. A creature reacting against a leap may attack as though readying against a charge.