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Unearthed Arcana Revisits Psionics
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<blockquote data-quote="Mistwell" data-source="post: 7967723" data-attributes="member: 2525"><p>So let's talk about the Psi Knight (which I love by the way).</p><p></p><p>Specifically, how does this work:</p><p></p><p>"<strong>Psi-Powered Leap</strong>. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement."</p><p></p><p>"Long Jump: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance."</p><p></p><p>So let's say you have a 16 Intelligence (+3 mod) and a 19 strength (+4 mod). You're 5th level and your die is still a d8. You roll your die and get a 5. So, twice 3 (int mod) plus twice 5 (your roll) equals 16 feet for 1 foot of movement. Simple so far. </p><p></p><p>You move 10 feet, you jump 19 feet (your strength score), your psi-powered leap takes you another 16 feet but only costs you 1 foot of movement. So you travel 45 feet total, with a jump that goes 35 feet, but it cost you only 30 feet of movement total for the 45 feet you traveled. </p><p></p><p>Or you can do a standing long jump, in which case you jump 9 feet plus 16 feet for a total of 25 feet at the cost of 10 feet of movement.</p><p></p><p>So for this example it's a boost of 15 feet of movement at the risk of your die lowering (which could be really helpful on the first round of combat to close with that pesky spellcaster in the back and still attack, perhaps laying down your action surge to kill them before they can get off that fireball). And, sometimes more importantly (though circumstantial) you jump a 35 foot chasm - something normally only your monk or spell-aided PC can do. Pretty neat!</p><p></p><p>For the high jump, "When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance."</p><p></p><p>So in this example you move 10 feet, then jump 3+4=7 feet up, and then add 16 feet from the psi-powered leap, for a total of 23 feet up at the cost of 18 feet of movement. Or for a standing jump, you jump 3+16=19 feet up for the cost of 4 movement. That could be pretty handy!</p><p></p><p>Did I get anything wrong in this example? Thoughts on how this could be used, or more realistic examples?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7967723, member: 2525"] So let's talk about the Psi Knight (which I love by the way). Specifically, how does this work: "[B]Psi-Powered Leap[/B]. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement." "Long Jump: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance." So let's say you have a 16 Intelligence (+3 mod) and a 19 strength (+4 mod). You're 5th level and your die is still a d8. You roll your die and get a 5. So, twice 3 (int mod) plus twice 5 (your roll) equals 16 feet for 1 foot of movement. Simple so far. You move 10 feet, you jump 19 feet (your strength score), your psi-powered leap takes you another 16 feet but only costs you 1 foot of movement. So you travel 45 feet total, with a jump that goes 35 feet, but it cost you only 30 feet of movement total for the 45 feet you traveled. Or you can do a standing long jump, in which case you jump 9 feet plus 16 feet for a total of 25 feet at the cost of 10 feet of movement. So for this example it's a boost of 15 feet of movement at the risk of your die lowering (which could be really helpful on the first round of combat to close with that pesky spellcaster in the back and still attack, perhaps laying down your action surge to kill them before they can get off that fireball). And, sometimes more importantly (though circumstantial) you jump a 35 foot chasm - something normally only your monk or spell-aided PC can do. Pretty neat! For the high jump, "When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance." So in this example you move 10 feet, then jump 3+4=7 feet up, and then add 16 feet from the psi-powered leap, for a total of 23 feet up at the cost of 18 feet of movement. Or for a standing jump, you jump 3+16=19 feet up for the cost of 4 movement. That could be pretty handy! Did I get anything wrong in this example? Thoughts on how this could be used, or more realistic examples? [/QUOTE]
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