Q 162 If I cast the Dragon Breath spell (SC) twice for different breath weapons will the effects stack?
A162: Unless you use a particularly harsh wording of "
Same Effect with Differing Results from PHB 172 (a reading that would cause a second casting of Resist Energy with a different energy type to negate the first casting, and which I don't believe is accurate since it doesn't fit with the example given), you would wind up with two separate breath weapons. You could use either of them as a standard action, but you would have to choose one or the other. The only creatures I know of that have multiple breath weapons are Metallic True Dragons, and they can't use either one until 1d4 rounds after using either (so a Silver dragon who used his paralyzing breath would have to wait 1d4 rounds before using his cold breath), but in these cases both uses are listed under the same "Breath Weapon (Su)" ability. I'm not sure how it would work for someone with two separate "Breath Weapon" ability entries.
Q163: Is there a compilation/errata/clarification/FAQ for Jumping (the skill)? There are so many confusing things in the rules about jumping that my head is gonna implode soon. I also suck with the Search function, especially when the word "jump" is kinda ... ubiquitous. Relevant because our group has a heavily armored Hood, and all these have come up during play. Questions include, but are not limited to:
a) From SRD - Jump skill: Movement speed affects jump checks, but jumping is limited by your total movement. So people in full plates jump slower. Meaning if someone with speed 20ft and 60ft make the same jump check, the faster character lands 2 rounds sooner (if the jump was over 60ft)
A163a: Jumping occurs as part of a movement, so if your Jump check produces a result higher than the total distance you can move using the actions that were performed that round. How long it would take either character to land depends on what sort of actions they were taking (single move, double move, or run) and how much of that movement was taken up by non-jumping activities (note that jumping without a 20' running start doubles the DC, so a 60' jump under those conditions would have a DC of 120). Also note that the character with speed 60 has a +12 on Jump checks due to his speed and the character with speed 20 has a -6 penalty due to his speed; all other things being equal (including armor check penalties), the faster character will have a Jump modifier 18 higher than the slower one.
b) Is my total movement calculated with normal move, double move or run? Can I jump further with the Run feat (during a round that is)?
A163b: Your total movement is calculated according to the action that you use in that round. If you use one move action, you can move your speed. If you use two move actions or a charge action, you can move double your speed. If you use a run action, you can move four times your speed, or three times your speed in heavy armor or with a heavy load (or five times your speed, or four times your speed in heavy armor or with a heavy load, if you have the Run feat). Any amount of this movement can be jumps, and I can't find any reason you can't jump multiple times in one movement. I don't think you're required to jump the maximum amount possible given your roll-- you decide where you want to jump and either land there or fall short.
C) I fall slower if I intentionally jump down that just normally falling. Falling speed is not capped, but jumping speed is... So if I were to jump from 100ft with a base speed of 20ft, I would need to use my move action every turn to complete the jump, which would again take 5 rounds?
A163c: You do not fall any slower when jumping, you just take less damage when you land. (It's basically the difference between intentionally jumping down from a ledge and accidentally falling down from a ledge-- the jumper is physically and mentally prepared for the landing.) Regardless of your land speed, you fall 140' per round. Your speed influences how far you can travel horizontally during your fall, if you were moving under your own power before you started falling.
d) How high do I go when I long-jump? Do I need to watch for the ceiling in 10ft high corridor or do I just levitate 1" off the ground for the whole jump?
A163d: During a long jump, you reach a height of 1/4 the length of your jump (so a 20' long jumper reaches a height of 5' at the midpoint of his jump).
A163d(mk2): I don't think you can use a standard action in midair if you started your turn with a move action with an intentional long jump that exceeds your allotted movement for a single move action. Once you start your jump, you are committed to finishing it, and your subsequent actions are automatically consumed by move actions until you land. However, you can use swift or free actions at any time on your turn and immediate actions at any time on anyone's turn, so casting quickened spells in midair is fine. Standard actions granted by the Schism psionic power are entirely mental in nature and consequently cannot be used as move actions, so you can use them to perform any purely mental action as normal (typically manifesting another power). In the round that you land, you could probably perform a charge attack if your movement during the round satisfies the conditions for a charge.
e) Can I use the ToB maneuver Sudden Leap to jump in midair? Relevant Text ToB p. 89: "You can make a Jump check as a swift action and move the distance determined by your check result". No limitations in maneuvers that require you to be on the ground save for Stone Dragon stuff.
A163e: That sounds cheesy enough to be Theoretical Optimization material. Generally, one must be walking, climbing, or swimming (with move or run actions) in order to jump (Stormwrack presents rules on jumping while swimming). I'm not sure if you can jump while Air Walking since that doesn't actually use the flying rules. For that matter, I'm not completely sure if you can jump while flying, but since there are rules for ascending and descending during flight and you can stop flying (and start falling, if you're not on the ground) as a free action, I'm inclined to believe that wouldn't normally work either. But generally, to execute a maneuver, one must be physically capable of performing the actions that a maneuver describes, so only a creature with a Swim speed could use Battle Leader's Charge while swimming, for example.
f) If I suffer a condition that would stop my movement, does the movement still continue? Stunned? Slowed? Hasted? Held?
Sorry for the wall
-Uncle Has
A163f:I'm not sure this one is even covered in the rules. If you become Hasted in midair your speed will increase, so you'll move farther during your subsequent move actions (or your current one if it was a ready action). As in most cases, Slow would work like Haste, except backwards (although I'm not sure what happens if you get Slowed in the middle of a Run action after you've moved more than your speed but before you've used your allotted Run movement). I can imagine three ways to adjudicate what happens if a character gets stunned, dazed, paralyzed, or held during a jump:
1) He gets stuck in midair.
2) He gets stuck horizontally and falls straight down at 140'/round (or 60'/round with Featherfall)
3) He continues on a ballistic trajectory and lands in the space he was aiming for. Paralyzed or Held characters would probably land prone and potentially take falling damage. Dazed creatures would probably land on their feet, and I'd have to take a closer look at Stunned but I'm inclined to say they'd land on their feet too.
Which one the DM chooses depends largely on how he interprets actions and how the character is being denied them. I'd probably go with option 3, since the Stunned, Dazed, Paralyzed, and Held conditions interfere with the character's ability to perform actions, but the action that imparted movement was the Jump check and subsequent move actions prior to landing are an abstract model of how long it takes to traverse the distance determined by the check. (Note that Hold Person and related spells are Enchantment (compulsion) [mind-affecting] effects. They operate on the target's mind, not his body.)
I hope that all wasn't too confusing, and I hope I haven't made any significant mistakes.