Specific Recommendations for a Jumping Character

Creamsteak

Explorer
During the crafting of the character Dragoon Vostok, a character for a one shot player, I came across a strange issue. I've raised the question before, but now I need a specific solution for a specific situation. Here is the characters jumping ability:

Jump (+4 Ranks, +4 Strength, +4 Speed, +3 Skill Focus) +4 to Jumps that begin with a running start of at least 20 feet

This character has no armor check penalty. This means that, as a move action, this character can run 20 feet and jump 20 feet in a straight line with no problems, ever. Now the options layed before me involve the interpretation of how this skill affects the attack that follows up that action.

The obvious points I could think of were Charge (+2 melee -2 AC), Attacking from Higher Ground (+1 melee), which might work. Theres no official value on how damage would be changed or such, and +3 to attack is pretty significant for the level we are playing at.

Also, this character can run 20 feet and then make a 5 foot vertical leap by default, followed by an attack. If I allow the +1 modifier, that makes some sense here as well, but that's about all I know for sure on the matter.

I'm also very open to any recommendations on house-rules type solutions you would propose to this. I'm looking for something to really grab this person's mind with the, "You can do anything with this game" concept, so I'm looking to make this character somewhat spectacle.
 
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Well the charge additions would be fine as long as the character declares a charge (and has the distance to do so). As for the +1 for being higher than the target I would rule that as attacks happen after movement is finished the PC can't hit while in the air unless the PC has Spring Attack.

One note is that Jump distance is part of your movement so unless the PC is a Monk or Barbarian then a 20ft run up and a 20ft jump is only possible with a Charge, Double move or enhanced move rate, thus precluding an attack.

If they do take Spring Attack then yes I would allow them to have these benefits (although charge does state that you must move before the charge rather than after I think that Spring Attack should override this as long as the PC moves 10ft before the attack). As the maximum height is at the middle of the jump I would enforce that they must finish their jump by carrying on moving past the target (but you may want to do something different if they are not charging).

Ok the PC is getting +3 to hit but they are accepting a -2 AC penalty, have had to use take a feat and these conditions can never apply during a full attack due to the movement requirements. All in all this seems a balanced solution.

Aye, and if'n anyone argues with ye, give the swabs a taste o' the cat. Haar Haar.
 
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The +4 from speed bonus comes from the 40 feet base speed of a human barbarian, so the criteria for movement have been met.

I'm now considering adding an additional -2 AC for being fairly off balance, but giving a +1 bonus to damage for every 10 feet of the jump.

Makes a Raging 18 Str Barbarian an even more frightening foe (+9 Damage from new Str, +2 Damage from 20 ft. jump, +6 to hit from new Str, +3 to hit from leap attack, -6 AC altogether). Of course, the benefits are matched by fatigue and fact just about anyone can hit his super-low AC. In this character's case, his AC is 7 with those modifiers...
 

I can’t think of anything to contribute that would be rules-related, really. My interpretation of the situation, personally, would be that at the end of a jump, a person comes to a controlled stop, and can then act as normal. I think that a jump as part of a charge would be fine, as long as the necessary movement distance to create a charge came after the landing; I would not count the jump or movement before it, unless there is indeed a rule that says otherwise. The higher ground bonus with the high leap is a neat idea, but I don’t think it would apply to long jumps, as I would assume those were not so high off the ground.
One thing about the five foot leap: if you leave your “square” vertically, do you provoke AOO when you come down, leaving that second (vertical) threatened space? Weird question, I know.

Cheers
 


You might consider using the Battle Jump feat from Unapproachable East it gives you double damage on your charge when your trajectory includes 5ft of downward movement.
 
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Keith said:
One thing about the five foot leap: if you leave your “square” vertically, do you provoke AOO when you come down, leaving that second (vertical) threatened space? Weird question, I know.

Cheers
I think that it would probably provoke an AOO unless they make a tumbling jump... though it would be a strange one...

Darklone said:
Barbarian low AC is no problem if he Power Attacks and Cleaves while jumping into the middle of several enemies...
I don't know about that. The AC of 7 means that anything that can survive and get close enough (do you want to get close to a barbarian, ever?) could deal whatever kind of damage they can produce against him without much trouble. I can't remember ever seeing anyone miss an AC of 7.
 
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If you had the expert tactitian feat and won initiative against a flying monster,
would you get to do the second atk, if you jumped in the air to hit it with your sword?
 
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