Jumping while Charging

That's interesting that the FAQ says that, then what is the point of this special ability

SRD: Deulist PrC said:
Acrobatic Charge (Ex)
At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
 

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DamionW, kinda what I pointed out earlier, but what I think that special ability gives you typically goes along with the ability to make checks by taking 10 even in times when others couldn't, as well as negating the speeded up penalties of those abilities. At least the PrC Thief-Acrobat gets that, not sure about others.

Tellerve
 

The Swashbuckler class (from Complete Warrior) also gets the "Acrobatic Charge" special ability. In addition to what DamionW posted, it states:

"This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over table to get to her target"

(It also allows the character to charge even if blocked by allies.)

Hmm ... looking it over again, the FAQ only mentions making a long jump as part of a charge. No where did it say anything about any other type of jump (high jump, jumping down, etc.).

So, that's why you'd need the special ability - to make other types of jumps, tumble, etc. while charging. And to be able to do it all over difficult terrain.


What FAQ did that quote come from? Is there a link to reference it?
 

Simply put:

The fact that some class gives you an ability does not mean that the default is that characters do not have that ability. The fact that a feat lets you do something does not mean that characters without it cannot do that thing.

And if you truely believe that it does, then how about this new feat.

Stay Alive
By having functional vital organs and an appropriate environment, you are able to stay alive.
Prerequisites
Functional vital organs, living, appropriate environment
Benefit
You are able to take actions in combat normally unless something takes your hitpoints below -10 or otherwise explicitly kills you.

Under the "if a feat grants you something, then everyone is assumed not to have it" school of though, this feat immediately means that everyone without it is not alive.

Which is clearly silly.

The best thing to do is that if a feat is totally redundant, assume it's a stupid feat, not that it fundamentally alters the game.
 

mofos21 said:
Hmm ... looking it over again, the FAQ only mentions making a long jump as part of a charge. No where did it say anything about any other type of jump (high jump, jumping down, etc.).

So, that's why you'd need the special ability - to make other types of jumps, tumble, etc. while charging. And to be able to do it all over difficult terrain.


What FAQ did that quote come from? Is there a link to reference it?

The FAQ did mention high jumps, but I didn't post the entire entry.

This is the Main 3.5e FAQ, here: http://www.wizards.com/default.asp?x=dnd/er/20030221a
 

Heh, my dwarven barbarian/spirit shaman jumped over a large umber hulk to charge the neogi that was behind it. That was fun. I needed a DC 40 jump check, I rolled a 3 and made DC 62 with that. That jump spell is fun at high levels. :)
 

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