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.
read the class description there; third level, they gain this...Korimyr the Rat said:IIRC, doesn't the character take damage from falling too, though? Or is this a special ability of the Dragoon?
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.
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?
Xeoble said:Does a running jump take into account a base speed of 30 (walking run) or a running speed of 120 (runx4)?
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.
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 jumpedAm I alone here in thinking that the jump skill is the most broken of all skills?
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?