Air Jump (3.5e Creature Ability)

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Author: Spanambula (talk)
Date Created: 25 February, 2016
Status: Complete
Editing: Clarity edits only please
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Air Jump[edit]

A creature with this ability can perform a series of midair jumps.

Creatures who can air jump are able to jump while already in mid-air. As an extraordinary ability, some creatures accomplish this with a hard pump of wings too weak for actual flight but strong enough for limited propulsion. As a Supernatural ability, other creatures create a tiny disk of semi-solid air under their feet from which to spring off.

Voluntary Movement[edit]

An air jump can be used at any point during a jump. The creature makes a jump check, treated as having a running start, but otherwise follows all the normal rules for jumping. A creature can make a number of air jumps equal to 1+ ¼ HD per round. While normally restricted by a creature's base land speed, an air jumping creature may choose to spend a swift action to double their move speed for that round, but only for the purpose of air jumping.

A creature who has not reached solid ground by the end of an air jump falls as normal unless it has some means to stay aloft (such as gliding or the levitate spell), taking damage from the fall as normal. Creatures with a hover speed fall as though under the effect of a feather fall effect.

Involuntary Movement[edit]

When used to stop involuntary airborne travel such as the result of falling or being thrown through the air, one air jump may be made as an immediate action, but takes a -4 circumstance penalty to the jump check plus an additional -4 for every 10 feet traveled. Thus, a creature who has fallen 90 feet down a 100 foot drop would take a -40 penalty to their air jump check. If this results in a negative check result, the air jump fails and the creature continues their fall uninterrupted.


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AuthorSpanambula +
Identifier3.5e Creature Ability +
RatingUndiscussed +
SummaryA creature with this ability can perform a series of midair jumps. +
TitleAir Jump +