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HOLY CRAP! (Or: How far can YOU jack up the Jump skill?)
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<blockquote data-quote="magnas_veritas" data-source="post: 643398" data-attributes="member: 9524"><p>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.</p><p></p><p>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.</p><p></p><p>Brad</p><p></p><p>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."</p></blockquote><p></p>
[QUOTE="magnas_veritas, post: 643398, member: 9524"] 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." [/QUOTE]
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HOLY CRAP! (Or: How far can YOU jack up the Jump skill?)
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