Help Understanding Movement Tricks - Complete Scoundrel

JDragon

Explorer
First, if this has already been covered please let me know and drop a link if possible.

I need help understanding how some of the Movement based Skill Tricks from Complete Scoundrel work.

Specifically - Extreme Leap & Speedy Ascent

They both seem to give you extra movement if you spend a swift action and succeed on an appropriate Skill check.

On Extreme Leap it says: "if you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet that turn. "

Does that 10 feet increase your jump distance beyond what you rolled on your check or is it just extra movement you get for the turn?

IE: I have a 20' running start and get a 20 on my check which would get me a jump of 20 feet. If I use this skill would it bump my jump distance to 30 feet or just give me another 10 feet of movement once I land.


Speedy Ascent is almost identical except its a climb check.

Any help would be appreciated.

Thanks

JD
 

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JDragon said:
On Extreme Leap it says: "if you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet that turn. "
It gives you more move, not a longer jump. Which is at odds with the name.
 
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Especially with high Jump skill it may be that you jump further than your movement allows, so this feat may even increase your jump distance.

Example:
You got a move of 30 foot and jump over a 10 foot wide pit. You get a total jump result of 20, so your move action would either allow a standing jump of 10 foot or a running jump of 20, but with your movement of 30 you can only jump 10 of the possible 20 feet (because you need 20 feet of your movement for a running start), but with this feat you might clear 10 feet more (with the additional swift action granted by the feat)
 

Selganor said:
Especially with high Jump skill it may be that you jump further than your movement allows, so this feat may even increase your jump distance.

Don't you just wind up not fully resolving the jump if your jump indicates you travel farther?
 

Yes, but I think he's saying if you normally move 30' and you move 20' and jump 20', instead of remaining in mid-jump Extreme Leap would give you the 10' of extra movement you need to land. If you moved 25' and jumped 20', Extreme Leap would give you an extra 10' of jump, but you'd still be in mid-air.

Quick question, let's say your character has a 30' move, moves 20' and jumps 30'. With Extreme Leap he'll move 40' of that on the first round. The next round he'll finish the last 10' of that jump, which would give him another 10' of movement from Extreme Leap, right?
 

Well jump is not a movement type, it still falls under ground speed. So whether you're in the air or not you get the 10' of extra movement that round.
 

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