HOLY CRAP! (Or: How far can YOU jack up the Jump skill?)


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Korimyr the Rat said:
He's not adding Jump distance damage for charge attacks-- he's jumping high enough in the air to do falling damage to his targets as a charge action.

Which is actually a perfect representation of what Dragoons in FF do.

Intercontinental ballistic player characters (ICBPCs). I see a great need.
 

Korimyr the Rat said:
IIRC, doesn't the character take damage from falling too, though? Or is this a special ability of the Dragoon?
read the class description there; third level, they gain this...

Gravity Control: A dragoon of 3rd level or higher learns to control a fall to such an extent that they can actually survive greater falls than most. When intentionally falling, or as part of a jump, a dragoon can ignore falling damage up to one dice of damage per dragoon level. Thus, a dragoon of 3rd level can fall 30 feet without damage, and can fall from 60 ft. with only 3d6 damage. This is a supernatural ability, but does not take any time to activate. The dragoon must be able to prepare for the fall, however -- accidental falls still do full damage.

and, they get to add any fall damage they might take to their attack damage. AND this is a full class, not a prestige class. that means jumping out a window and slamming someone for 20d6 damage adds, and then moving right back up by the benefit of multiple jump abilities. AND they get Paladin spell progression on top of that.

this is a... somewhat less than balanced class. just a little bit. but i'm a tumble whore, so what can i say?
 
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Saepiroth said:
this is a... somewhat less than balanced class. just a little bit. but i'm a tumble whore, so what can i say?

Heh. I'm with you on that*. Though, I notice that the posted version doesn't have Tumble in-class, which would seem...appropriate. If nothing else, it'd extend the utility of gravity control.

Also, if one gets one's jump check above 105, one has to worry about hang time. Once you hit a Jump result of 106 (or was it 126? I can't remember, and don't feel like doing the math), you can get a result that would lead to you being in mid-air at the beginning of your next turn. This assumes that the Run action can be applied to jumping, of course, which may be spurious.

Brad

Edit: * - Sample DM dialogue: "He'd try for an attack of opportunity on you for your movement, but he looks at you, and shakes his head and won't waste the effort."
 
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The psychic warrior with mental leap and some speed feats or items is indeed an excellent jumper. I once played a character that had a running jump of > 200 ft and he wasn't even specially build for it.

btw1: your speed only improves your running jumps, not your standing jumps
btw2: your max jump distance in a round is not your running distance but your double-move distance

both are hidden somewhere in the faq's/errata's
 

Does a running jump take into account a base speed of 30 (walking run) or a running speed of 120 (runx4)?

For example:
I have a monk with a base speed of 120 and a running jump result of 33 running at a full speed of 480, do i go 112 feet [(33-10+5)*4] (4 times as fast base speed) or do i go 448 feet [(33-10+5)*16] (16 times as fast base speed because i'm runningx4)
 

Clerics and Paladins have access to the Divine Vigor feat, which boosts your speed by 10 ft.

There's also the spell, Expeditious Retreat, which is accessible to wizards, sorcerers, and clerics with the Travel Domain.

And of course, barbarians and monks get increased speed.

The real question is, Which of these class abilities, magic items, and spells actually stack with one another? I haven't really done the homework on that matter.

(Am I alone here in thinking that the jump skill is the most broken of all skills?)
 

Xeoble said:
Does a running jump take into account a base speed of 30 (walking run) or a running speed of 120 (runx4)?

The speed used for calculating the jump distance is the normal walking speed, not running speed. Having the Run feat does increase the distance jumped.

The real question is, Which of these class abilities, magic items, and spells actually stack with one another? I haven't really done the homework on that matter.

How things stack depends on how the abilities are named.
- Expeditious Retreat for example gives an enhancement bonus.
- Divine Vigor and the Barbarians increased movement are unnamed so stack with everything.
- Movement above 50 ft is considered supernatural so is not doubled by the expeditious retreat spell.
- The Jump spell gives a bonus to the jump skill, just like the run feat and 5+ranks in the Tumble skill.



Am I alone here in thinking that the jump skill is the most broken of all skills?
I don't think it is the most broken skill. I've seen to many characters tumble through dragons and standing up from prone as free actions. Jump can be broken when combined with home-made prestige classes that give bonus damage based on height jumped ;)
 

So for the jump, if i were running full kilter, would it be calculated off of base speed 120 (4 times as fast as 30) or at running speed of 480 (16 times as fast as 30)

Why would the Run feat increase jump range if it is calculated off normal walking speed?
 
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Xeoble said:
So for the jump, if i were running full kilter, would it be calculated off of base speed 120 (4 times as fast as 30) or at running speed of 480 (16 times as fast as 30)

Why would the Run feat increase jump range if it is calculated off normal walking speed?

It's mentioned specifically in the feat description, or the Jump skill description, I don't remember which. It only applies to running jumps.

As for a Prestige class allowing you to add your Jump height to weapon damage-- you don't really need the PrC to do it. There are rules for doing damage to things by falling on them-- you'd do the falling damage and then do extra damage for "charging" your opponent naturally.
 

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