pf2e long jump. Source Core Rulebook pg. pf2e long jump

 
 Source Core Rulebook pgpf2e long jump Item 17

PF2e] Firebrands, Pathfinder #189, new favorites feature, theme adjustment, spell tables, and more!. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike. 1. Requirements You have at least one free hand or have your target grappled or restrained. PF2E Level Advancement Table. PF2e Persistent Damage automates the persistent damage rules (automatically rolls the check at the end of your turn and rolls the damage, if any) Non-PF2e specific modules Quick Insert THE best module for FoundryVTT, allows you to quickly search for rules, items, actors, spells, feats, etc. It's become another case of True Strike. If you focus on a character description opposed to a class description it goes really smooth. You gain a fly Speed equal to your Speed. You actually level up as soon as you have enough XP to do so. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. 33 damage. 5. well as some of the future changed coming with OneD&D. Since AoOs are very rare in PF2e, short range teleporting in combat is less useful (mostly to move around environmental obstacles), so it could fit in PF2e. While there's no explicit "short rest" in PF2e, taking 10 minutes to refocus and Treat Wounds is the system equivalent. You spend actions on the Flying Kick activity, not the subordinate action jumps or strikes, those are free with the Flying Kick. Standing Jump Distance = Strength/2 in feet. Search or jump to. #189, new favorites feature, theme adjustment, spell tables, and more! r/Pathfinder2e • Mummy's Mask Conversion to PF2e; including loot, monsters, traps, and more! (Complete). So i get with a long jump you can set the DC to allow yourself to jump up to double your speed. Action economy. "Tall" and "long" refer to body types, not not different types of reach or whatever. You determine how far you're wanting to leap and that is the DC. PF2e Rules - Basic and Specialty Basic Actions Basic Actions Aid (Reaction). You can move, attack twice, continue moving and attack two more times. In GitLab by @vigorator on May 10, 2021, 21:37. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. The rates in Table 9–2 assume traveling over flat and clear terrain at a determined pace, but one that’s not exhausting. Say you've just invested 3 skill feats in jumping: assurance athletics, quick jump, and cloud jump. We were all advanced players in the previous edition and we wanted to jump onto 2e to enjoy the more chill side of combat and enjoy the countless rolls anyone can make. Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you. 0. First is the extension of Long Jump and High Jump. When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the. As per the rules on page 499 of the CRB; when a character rests for 8 hours: The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. 0. Either way, each foot you clear on the jump costs a foot of movement. The Monk is 30 feet from the gorge. A Long Jump or a High Jump is normally 2 actions and need a run-up. Assuming powerful leap is taken, I interpret: High jump crit = 8 ft vert. Your legs surge with strength, ready to leap high and far. You can use High Jump and Long Jump as a single action instead of 2 actions. However, you maximum long jump distance is 80+25=105 feet. Bug: Long jump description hasn't been updated yet · Issue #11705 · foundryvtt/pf2e · GitHub. (See the "in depth action rules" sidebar on CRB 461). Does this mean I can cast jump, go directly up 30ft, then proceed to cast another jump spell to avoid falling, and as long as I keeping casting jump spells, avoid falling, effectively achieving a. So a normal high jump is 3 ft vertically and 5 ft horizontally. If it was a bomb, the alchemist takes damage from the bomb, and any. Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Requirements You are unarmored. So thanks to Quick Jump, you use 1 action to Long Jump. 2. 0 If you need to provide food and shelter, you can use the Subsist downtime activity. If anything, teleporting is less useful in PF2e than 5e since AoOs are niche. The DC 30 check to increase your vertical jump distance is rather brutal at low levels. General: Skill: general. 90m in the rarefied air of Mexico City at the 1968. 8. Additionally, for 1 minute, the major blast boots. ago. If the water you are swimming in is turbulent or otherwise. The biggest gripe I have is the simplified AC. Each 3 feet Moved in the magical Jump only counts as 1 from your MV. View all blighted boons. WANT TO SKIP AHEAD?00:00 Introduction00:25 Attack of Opportunity01:38 Requirement #1: Melee Reach. My Thoughts on the PF2E Champion and Fighter Classes as a D&D 5E Veteran. Tallis_Dowland • 2 yr. Otoh fistful of flowers gives you a bunch of level 3 leshies to play as and shows off really cute and whimsical writing. My GM mentioned I might want some backup weapons for fighting in tight quarters. [Archives of Nethys - PF2e] Firebrands, Pathfinder #189, new favorites feature, theme adjustment, spell tables, and more! r/Pathfinder2e • Pathfinder class summaries for new players - pretty edition (updated for Psychic and Thaumaturge)Prone Source Core Rulebook pg. "I know a lot of games the math kind of starts to stop working and things take forever, does that happen to pf2e? The math keeps working and the way PF2 is set up, the game still plays fast. Learn how to use the Long Jump action in Pathfinder 2nd Edition, a two-action that lets you Stride and attempt an Athletics check to increase the length of your jump. That being said, pf2e is (by default) a slower leveling system relative to 5e, but not by a gigantic margin. PF2e is specifically trying to avoid that kind of power-creeped imbalance. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet. Let me explain. You carefully move 5 feet. If you Fail or Critically Fail, you Leap normally (perform the 'Leap basic action'), Leap then fall prone, or fall prone without Leaping; If you Succeed, you increase your. SmallTime: Good for quickly adjusting the time of day to another point in time, and synching it to certain maps. e. When calculating the damage you take from falling, don’t count any. ago. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). So a 15 foot gap needs an 20 foot long jump. When you make a standing long jump, you can leap only half that distance. High Jump [two-actions] You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. . Standing up ends the prone condition. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. This rule assumes that the height of your jump doesn't. Shadowborn. Pain at these areas during jumping exercises should be reported to yourResting and Recovery. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. While you take these actions, time pauses. Diseases and poisons are types of afflictions, as are curses and radiation. A "tall" (bipedal) large creature has 10ft reach. Overall that will come to around 2-4 encounters per sessions so around 2-4 sessions per level. Feats like Sudden Leap let melee martials attack any enemy they can jump to; the jump spell, and later Cloud Jump, can make 30' vertical leap-attacks entirely reasonable. You can keep merging messages as long as the module find one appropriate. And finally thanks to Powerful Leap, you can add 5 feet to the distance your Leap would ordinarily cover. 158 votes, 286 comments. The Barbarian Sudden Leap feat (PF2C p92) doesn't state number of actions as a cost of usage, which in my interpretation indicate it refers to the Athletics skill action Long Jump. Invisible. Enfeebled. Watches and Surprise Attacks Source Core Rulebook pg. I see it as the opposite: you only take padded armor if you specifically have less than 12 strength (i. It's been way more fun for me personally than say 5E or even PF1E. If he can jump the 20 ft as part of a move action, he can take a standard action to make an attack at the end of it. For high jump you use the long jump DCs. Go to the items tab in the right side bar and click new Item and select Effect. The distance you normally cover with a jump is tripled. Meanwhile, pf2e combats are almost always 3+ sometimes up to 8-10 rounds of combat. You seek perfection—honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. Lets look at this claim, The Athletic skill says under Leap: The Leap basic action is used for High Jump and Long Jump. It was an Olympic event until 1912. I don't understand jumping rules as. Price 1 cp. Characters alone are all Feats. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). Alchemist’s fire deals the listed. 20 damage. If you fail to hold your breath, you begin to drown. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Misty Step was a nice way for mages to escape danger without provoking AoOs in 5e. A player wanted to jump from a roof to the ground 10 feet below. I and my entire group started the transfer to PF2e from 5e about a couple of weeks ago. Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). ago. General Skill. Leap lets you take a. Then take wild shape and not using strength at all, because it us useless. When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. Join. This is just a common house rule, not part of the RAW of 5e nor Pathfinder 2e. In PF2e system mastery comes from playing the game, i. For two actions, you stride and then make a horizontal leap. I was running PF1 and was about 6 months away from the current campaign ending and started to look into 5e and that's when I found the old PF2e playtest and after giving it a short run with my internal playtesters (my wife and my youngest son) I decided to make the jump over to PF2e (this was a month before it launched). View all grimoires. Creatures and objects of different sizes occupy different amounts of space. Unless the monk is moving under reach, no. Additionally it is used for offensive maneuvers in combat such as Disarm, Grapple, Shove, and Trip as well as defensively in the form of Escape. Item 17. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if. Raise. 0. Find out the requirements, effects, and bonuses for each action, as well as the distance and speed of the Leap basic action. I'll be posting compilations of weekly panels on Fridays. Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. I couldn't find anything about jumping down, so to speed up the game we just ruled it as working like a high jump. For Long Jump it results in a DC that's 5 lower for a targeted distance. 5: Drop advantage for either boons/banes or flat bonuses instead. Improve this answer. This rule assumes that the height of your jump. But you'll want to jump horizontally much more often than vertially and for that, Assurance + Quick Jump is indeed better. ’. When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet. 292 4. Powerful Leap Feat 2. Think one per hour. Success Your target is grabbed until the end of your next turn unless you move or your target Escapes. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. 264 4. And 4 rounds is usually how much a fight lasts. Actions. Leap lets you take a careful, short jump. A set of full plate is only 30 GP! Even spyglasses, notorious wastes of money, have been brought down a peg or two: the best version in the Core book is only 80 GP. Mechanically speaking: flat bonuses to distance only apply to the Leap Action and High Jump and instead lower the DC for Long Jump. Quick Jump Feat 1. +2 for flanking. 2. Tumbling Strike [one-action] Feat 8. Take the sudden leap out of it and use skill feats Quick Jump and Wall Jump. That being said, I would probably recommend what many others would recommend, which is the Beginner Box + Troubles in Otari. Of those, Age of Ashes should be approached with caution as it is the first one made while the system was still in development. 621 4. So, in my experience, combat in pf2e lasts several rounds longer when compared to D&D5e. You're physically weakened. You can use High Jump and Long Jump as a single action instead of 2 actions. 5e mostly uses long and short rests for healing. Assuming you were a high level fighter, that was only 1 action and your movement. You jump 30 feet in any direction without touching the ground. How do you use Acrobatics to reduce fall damage in Pathfinder 2nd edition?For more information see the following:Falling Damage: 21; Fort + 15, Ref + 12, Will + 8; +1 status to all saves vs. You must end your turn on solid ground, or you fall. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463). level 1. Leap [one-action] Move. Monk Stance. If barbarian gets double slice, his average damage in 2 strikes 14. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Quick Jump Feat 1. Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters. Barbarians can cause earthquakes and rage so hard they turn into dragons. When you fall more than 5 feet, you take bludgeoning damage when you land equal to half the distance you fell. Long Jump - Pathfinder 2 - pf2easy. Moving around in exploration and downtime modes is relatively fluid and free form. Giving 8 hours for the group making the product to totally change and QA it for V11 wouldn’t be a great idea. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square. If you’re adjacent to a wall. 242 4. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage. This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. The long jump, as we know it today, has been part of the Olympics since the first Games in 1896. All of the movement from Jump is movement that can theoretically provoke an attack of opportunity. For 2e. I say maybe give 2e a quick trial run with a one shot or short campaign and see if you want to continue from. Heightened (2nd) The duration increases to 8 hours. A lot of people are used to games where high level strategies and build crafting are where the system mastery lies. So, fighter nearly at giant instinct level of damage, without needing an action to rage, or being 3 ac lower. If you didn’t Stride at least 10 feet, you automatically fail your check. Sudden Leap, determine the DC using the Long Jump DCs, and. When you make a standing long jump, you can leap only half that distance. +2 Invisible. Identify and recognize spell. But the art for the Tengu ancestry has a beak at least as long as a forearm and the art for the Pirate archetype depicts a tengu with a beak that’s as tall as the rest of the character’s head. If the trigger occurs before the start of your. Paizo started embracing 5e adventures, porting them into 5e format to ease the transition into Pf2e, creating even more content. Attacks beyond this range are not possible. Ready (Two-Action Activity) (concentrate) Prepare to take a single action or free action as a reaction with a trigger you designate. Encounter Mode. You launch yourself at a foe. You jump 30 feet in any direction without touching the ground. Second Edition Rulebooks; Official Digital Toolset; Online System Reference; Downloads; First. Settings Extender: Needed for other modules. I wanted to also grab Quick Jump and maybe Wall Jump. Critical Failure You don’t Leap at all, and instead you fall prone in your space. You fall to the ground after the Strike. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. Whenever you’re affected by a condition, its effects last until the condition’s stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end. +5 proficiency +3 Str +2 status bonus for using your own score = +10. There are many other differences. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. Cavalier: No real way to convert a PF1e Cavalier to PF2e, although Fighter with both the Cavalier and Duelist Archetype starts to approach it. Prerequisites legendary in Athletics. This is what the PHB says about the Height associated with a long jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up. Alright let's get to it, it's just a bind for long jumps aka crouch and jump at the same time, which gives you an additional 1 unit jump height. Click here for the full rules on Talismans. Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. . 2. Basically, the rules (of most RPGs, PF2 included) are clearly wrong in this. No - groveling is antithetical to panache. TL:DR: to get the "PF2e experience" ¿should i stick to RAW when it comes to actions and skill actions? Depends on what you mean. Bulk. Fighter: Close enough to the PF1e Version, and given the mechanical differences is arguably better. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary. b) Those numbers in the CRB are suggestions. A bit of imagination here goes a long way - a Kineticist should be different, but it should rely more. The bind itself: alias +jumpy "+duck; +jump; -forward; -back" alias -jumpy "-duck. The men’s event has seen some long-standing world records by US jumpers. Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. 12. I'm looking for another RPG game system on Foundry (cost doesn't matter) that has:- A Character Builder/Sheet as good as PF2e A Beginner Box Set to teach the rules as good as PF2e5e master trying to jump into PF2e - How about unbalanced Action Economy. Even if you have the movement, "stopping" to cast the spell. Thanks for the help!. Just wanted to voice how I prefer lvl 11+ pf2e to lvl 1 pf2e, as a FYI especially to those who haven't been able to experience higher level pf2e yet. This rule assumes that the height of your. If you open it up to any dimension door effect, greensting slayer magus and sandman bard both get relatively weak sneak attack and the dimension door spell. Sign In; Cart . The process is similar for other homebrew, including your own, so long as it is broadly compatible with the 5e-tools json spec. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Compelling the grabber to move with a spell or shoving it away from the victim, both would have that effect. ugh. You gain a +10-foot status bonus to your Speed. Update the PF2E's World Clock so that it stores the time as a timestamp from a fixed date (like how the modules do it). Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. Run first game of pf2e in VR and recreated first part of Beginner Box. A set of full plate is only 30 GP! Even spyglasses, notorious wastes of money, have been brought down a peg or two: the best version in the Core book is only 80 GP. Enjoy!Some conditions exist relative to one another or share a similar theme. Shadow's Assault grants us another Shadow spell in Shadow Power and Acrobatic Performer gives us a +1 to our performance checks (since our DEX is higher than our CHA) and allows us to stop boosting Performance. Bulk. Use this mode when the characters return home or otherwise aren’t adventuring. It takes around 8 severe or 12 moderate encounters to level up, and the players should also be recieving accomplishment xp for various things, so honestly about 8-10 encounters should level you up. High Jump and Long Jump include a Stride as part of the 2 actions spent. Half your diagonal square is occupied by a hard barrier. At least I can easily jump from 1,5 meters, but have no chance of jumping to 0,75 meters. This will allow you to jump 20 feet at level 6 (assuming Expert Athletics) without any check or chance of failure. Your abilities work on a battle by battle basis. Player Builds. I took a reach weapon, and built mostly for damage and combat maneuvers. If they spend significantly longer in bed rest. While you take these actions, time pauses. Wall Jump Feat 7. It's still an impressive jump, but characters with lower speed will benefit more from the "extra action" benefit of cloud jump. Strength of Thousands is probably second because it is. As long as the PC don't move, have cover and the enemy have no reason to search (I usually let my enemies delay if they rolled good, being ready at whatever approaches), they will remain undetectedHow does PF2e deals with encounters with an unbalanced action economy, like a party of 4 against 10 enemies? Typically pretty good. If you use the high jump you can increase your jump height by 5 feet (requires a 10ft running start and a DC 30 athletics check). You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. Prerequisites expert in Athletics. Spell 1. When every individual action counts, you enter the encounter mode of play. Prerequisite(s) trained in Athletics. Heightened (2nd) The duration increases to 8 hours. When you long jump, you jump 3 times the distance set by the DC. When you high jump, you follow the rules of long jump without tripling the distance. And finally thanks to Powerful Leap, you can add 5 feet to the distance. Spell 1. 2. Conditions change your state of being in some way, and they represent everything from the attitude other creatures. Using assurance to make a single action leap, you can move 33 (lvl 15, 8 proficiency, 10 assurance) * 3 = 99ft. While I like to play PF2e and I like 5e, some of my players only want to play PF2e while others prefer 5e. If you didn’t Stride at least 10 feet, you automatically fail your check. Thanks for the link! I'm not super well-versed with this forum yet. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. So it is a little on the confusing side since it is written in a different section, but Long Jump and High Jump use Leap as a subordinate action. You can’t Leap farther than your Speed. General advice with APs that revolve around some plot or investogation- make sure to read ahead through all parts of the AP to avoid messing up some part of the plot! (The summery in the beginning of part 1 is not enough to know all the plotpoints) 11. You’re a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. No touch armor class (Magic just bounces off armor now) Flat footed is only a -2 and so many things grant this bonus, but it doesn't stack, it becomes pretty much useless for more than one player to use it. Press J to jump to the feed. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. If the character has Prepared spellcasting, the player may choose a spell slot to expend to gain extra charges equal to the level of the spell slot. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. If you didn't Stride at least 10 feet, you automatically fail your check. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. 0. The character struggles to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. poison HP 72; Resistances poison 5 Unstable Compounds When an attacker scores a critical hit against the reckless scientist, one of the scientist's poorly stowed alchemical items bursts. 6 combat is an extremely low amount of combats, but for your type of game (or any game really imo) I would suggest milestone leveling. 565 4. High jump fail = 5 feet vert (you leap normally, which is 5 feet). Sign In; Cart . You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. This is the benchmark we will use for this discussion. I think the mobility benefits are good for combat. You can use High Jump and Long Jump as a single action instead of 2. If you didn't Stride at least 10 feet, you automatically fail your check. Realistically, if your bones, tendons and muscles are strong enough to propel you to X feet in the air, they are definetely strong enough to absorb the shock of falling from X. Can easily be found on AON. In 5e, your actions don't have to be tied to exact points in time. 264 4. Nearing 1 year on my PF2e campaign, and a lot of the issues are growing pains from learning 2e and unlearning 5e. But if you only want to jump 25 feet, you only need to make a DC 25 check. General: Skill: general. The goal is to present bite sized rules and tips for Pathfinder 2e as an introduction to new adventurers. Cloud Jump Feat 15. So without any feats you can jump upwards a maximum of 8 feet. . Source Core Rulebook pg. You jump 30 feet in any direction without touching the ground. If you use the CLI tool with a config, then you would (staying with our. Wall jumps are totally reasonable as wall jumping is already possible with a feat. StrangeSathe • 2 yr. This DC might be increased or decreased due to the situation, as determined by the GM. Prerequisites trained in Athletics. Meanwhile, the longbow is clearly better at long range as long as nothing gets within. Requirements You are adjacent to an enemy. ago • Edited 1 yr. You also need to invest a bunch of Skill Increases and Skill Feats in order to be able to jump high enough to go more than even 5 feet upward. 0. Switch branches/tags. However, because people are overall fine with 2e, that's what we have been playing. Long Jump [two-actions] You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. General Skill. It increases the. If you need more, you need to either use potions or a spellcaster with healing spells. All of this contributes to more people exploring systems outside of 5e, and potentially landing on Pf2e as their preferred game. 0. Legendary existence of a long-lost noble heir, secret doctrines of a religion Subsist (Untrained) Source Core Rulebook pg. The long jump, as we know it today, has been part of the Olympics since the first Games in 1896. View all censer. Watching the 2 perception stream of age of ashes has helped me learn the game a lot. • Barbarian jump/leap attacks So I was reading some feats for barbarian and was thinking to take Sudden Leap. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. I've wanted to switch to PF2e for a long time, but the OGL fiasco brought the idea of switching into the minds of the rest of the. Search Clear. Also they can use the basic reaction to grab a ledge to catch themselves if they miss by only 5. Alchemist's Fire (Major) Item 17. Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took. Pull requests. Fine, you just did a short jump up while running, such as up a ledge.