Jumping and Leaping are both covered on this page, however, have slightly different rules.
Jumping provides the ability to gain elevation in a single action. The height that can be reached is a character's natural movement speed, reduced by -5 ft. For example, if a character is naturally able to move 10 ft. per action, then they can jump to a ledge 5 ft. higher successfully. Note that the word "naturally" is used intentionally here: If some item or spell would modify movement speed, it does not increase the ability to hump higher. An item or spell would need to specifically say that it improves the ability to jump to modify it. If there is a reason that a roll is required, Strength is the governing attribute.
Leaping provides the ability to traverse a distance where contact with the ground isn't possible, such as leaping over a gap in the terrain. Similar to jumping, the distance that can be leaped naturally is movement speed, reduced by -5 ft, with one exception: the full movement distance of a character's movement speed may be achieved with a successful Strength roll against an Easy DR value (5). For example, a character with a movement speed of 10 would be naturally able to leap 5 ft. away without needing to roll anything. To leap the full 10 ft., the character would need to roll a 5 or better from a Strength challenge roll to achieve it. Again, the term "naturally" is used intentionally- an item or spell would specifically require the language to address leaping to extend the range.
As with all things, the GM has the ability to bend and adjust these rules.