So, how would you get max jumping distance for a 6th level character?

As I understand it you can jump as far as you can move in one round not how far you can move as a MEA.

FAQ quote"
The description of the Jump skill says that any distance
you jump counts against your movement for the turn. What
happens if my character jumps farther than her speed
allows or faster than the character can move in a turn?
Suppose I have a speed of 40 and I activate a magic item (a
standard action), then make the required 20-foot run for a
running broad jump. I can move only another 20 feet this
turn. What if my Jump check indicates a jump of 25 feet or
more?
When you jump farther than you™re allowed to move, you
can just jump a shorter distance, or you can just finish your turn
in midair and finish your jump on the next turn. There™s no rule
that says your jumping distance is limited by your speed. There
is a rule that says any jump counts against your move for the
turn. (In this case, you™re using your Jump check to determine
how much distance you can cover in a single jump, and then
spending as much movement as necessary to complete the
jump.)
If you finish a turn in midair, your next action must be a
move action to finish or continue the jump. Note that you make
only one check for the jump."


Now a run is a move as well, so if all you wanted to do was jump you could jump your run distance in one round. If you want to take other actions like hit someone with a sword your jump distance would be limited to a MEA move distance(or x 2 that for a charge) becuase that's what you ar lmited to moving in one round. So you oculd jump 180' as a move equiv action, or jump 360' on a charge or double move or jump up to 720' on jump equiv to a run.(no other action though I suppose if your hasted..)
 
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No, this is not an actual character. That would just be odd. :)

The reason that I think that Mental Leap and speed bonusses are not like standard speed bonusses is . . . good question. So, that would be 287', not 491', me thinks.
 

Jeph, I noticed one other miscalculation. A fifth level psychic warrior has 8 power points - enough reserve strength to support only 2x Speed of Thought feats (9 PP reserve would be required for 3x Speed of Thought; 17 for 5 respective feats). Bottom line - this character has 3 useless feats.

However, you didn't include the +10' base move for barbarian. So if my calculations are right, your character's base move with the boots and 2x Speed of Thought is [only :) ] 140 feet.

If Mental Leap doubles the jump based on this 140 feet speed including magic increases, you'd have a [41 * 4.67] * 2 = 383 feet jump. If it's based on an unmodified 30 feet base move default, it would be [41 * 5.67 (includes ML x2 multiple)] = 232 feet.

Not sure which is correct. Mental Leap's description - "You jump twice as far or high as indicated in your jump check" - is a little vague. What is meant by the "jump check?" Additional distance indicated by the jump table roll prior to or following an adjustment for a higher base movement speed? :confused:
 

Both of those are expressed as multipliers, BA (double the distance, multiply the distance by your speed divided by 30); I don't see any reason that they wouldn't interact like any other stacked multipliers.
 

Crothian said:
You can jump farter then your move, you just start the second round in the air and you need to finish that movement.


WHAT!!! You mean I can't change my mind in mid-jump and do a full-round attack??? WTF??? Jumping got the SHAFT!!! :D
 


The Sage described how to figure out how far a character can jump [10/25/02 D&D FAQ (p 13)]:

"Always figure out your character's base speed first, including magical increases. Then figure out the effect of your Jump check, and then any increases to that; figure in changes to your character's speed before applying multipliers to the distance jumped."

Having read this, in Jeph's modified example I would first figure out the character's base speed (140 feet), then the effect of the jump check (+41 feet (avg check)), and then the increases. The order to figuring in these increases to total distance jumped is described above. In Jeph's modified example, changes [due] to the character's speed would be [140/30] = 4.67 x (+41 feet) = 191.3 feet. Then, in this example, the multiplier to this increase is x2 (for Mental Leap), bringing total distance to 383 feet.

Multipliers that I am aware of include haste (1.5x), run feat (1.25x), and the mental leap feat (2x). If Jeph's sample character was also hasted and had the run feat, his jump distance would max out at 191.3 x 2.75 = 526 feet long/132 feet high.

Christian, I was originally inclined to agree with your approach as being the most straight forward (it makes for less convoluted math :) ), and see your point for treating the base speed adjustment to jump distance like any other multiplier. But the Sage's response appears to allow the above interpretation [unless the final bolded clause was for added emphasis rather than for clarifying the prior clause "...any increases to that"]. Does anyone else have an opinion?

Crothian said:
WHAT!!! You mean I can't change my mind in mid-jump and do a full-round attack??? WTF??? Jumping got the SHAFT!!! :D
Ya know, this guy could still be a fiend if he swapped out the three useless feats for Dodge, Mobility, and Spring Attack. If he sprung attack in, moved back twenty feet and jumped, he could be up to 96 feet in the air if his turn ended right on the midpoint of a 383 foot jump. Try charging 90 feet straight up.:D

[I'd be tempted to give him a hefty circumstance/haste bonus to his AC against ranged attacks while 'flying' too. Haste spell grants a +4 haste bonus to AC for far less "hasted" movement than this]
 

You could also add the +10 movement from "Burst" ;)

I actually play a character that does this stuff. He's a Ranger 1 / Psychic Warrior 11 now.

Jump Modifiers
Jump: +13
Str 32 (Troll,Expansion,Belt+4 Str): +11
Ring of Jumping: +30
Tumble 5+: +2

Speed Modifiers
Speed of Thought: +10
Burst: +10

Other Modifiers
Mental Leap: Jump distance x2
Haste: Jump distance x1.5
(Total Jump distance x2.5)

So with a Speed 50, a Jump Mod of +56, and x2.5 on the distance rolled, this guy clears a minimum of

Jump +57: 52 ft
Movement 50: 52 x 5/3 = 86.7 ft
Distance x2.5: 86.7 x 2.5 = 216.7 ft

Maximum running distance would be 200 ft in a round but that makes a nice charge/jump combined with Flying Kick :D
 



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