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Why is Jump skill so useless?
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<blockquote data-quote="UltimaGabe" data-source="post: 1969567" data-attributes="member: 16019"><p>Two books that I would recommend for a player who wants to specialize in Jump (and has a DM who allows access to 3rd-party publishers) would be Races of Stone by WotC and Beyond Monks: d20 by Chainmail Bikini. In Races of Stone, there's a race with a +1 level adjustment called the Goliath- they get all sorts of stuff that help them fight (such as bonuses to Strength, Powerful Build [lets them count as large sized for almost everything except reach], and such), but, in addition to all of this, they have the ability to make a standing long jump or standing high jump as if they were running. So, in other case, most of their jump DCs are cut in half.</p><p></p><p>Chainmail Bikini's book is a 3.5 book all about Monks. It's got a new Base Class called the Martial Artist (kinda a Fighter-Monk), lots of Monk prestige classes, and a ton of Monk feats. One of such feats is called Leap of the Clouds (in homage to the 3e Monk class ability, although, as I'll show you, this one is considerably better). I can't recall the prerequisites off the top of my head (my friend, who's playing a Monk, has the book at the moment), but a Monk would be able to take the feat around 5th or 6th level, if I'm not mistaken (it's got BAB prereqs, as well as an unarmed speed bonus of +20 feet, I believe). Anyway, it changes the way you determine your jump DCs. If you have the feat, and you want to make a standing high jump, the number of vertical feet becomes the DC (meaning, you roll, and that's how high you jump- so you make vertical standing jumps the way a normal person makes running long jumps). If you get a running start for this high jump, divide the DC by half. If you want to make a standing long jump, divide the DC by 4. If you want to make a running long jump, divide the DC by 8. This is a great improvement to the skill and the old class ability- now, you can actually do something decent with your jump skill- and it's by no means overpowered, considering you can't even get it until Fly spells have been available for a couple levels. (There's another feat, called Unchained Spirit, I believe, which has this as a prerequisite- basically, it lets you fly for a certain number of rounds per day- but that's a different story.)</p><p></p><p>If you were playing a Goliath Monk with this ability, all of your standing high jumps would be Feet = DC/2. So, if you had 20 ranks and rolled a 10 (for a total of 30), you'd jump 60 feet straight up. If you were, saying, a 19th-level Goliath Monk (since Goliaths have a Level Adjustment of +1), you could do some amazing jumps. Let's assume you rolled an 18 for Strength (and I believe the Goliath gets a +4), and put all of your increases into Strength, and you have a +6 item, for a total of 32 (+11 modifier). And, let's assume you have the Run feat.</p><p></p><p>Ranks 22 + Str 11 + Jump Spell 30 + increased Base Speed 24 + Run feat 4 = 91 Jump modifier. Assuming you rolled a 10, on a standing high jump, you'd jump 202 feat straight up in the air. It'd take you several rounds to go up, and several to come back down, but you'd be one insane jumper. Oh, and if you wanted to make a standing long jump? 808 feat. Without a running start. </p><p></p><p>Keeping in mind, of course, that this provides you no benefit more than a potion of fly, except that it doesn't cost you anything.</p><p></p><p>Sound good?</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1969567, member: 16019"] Two books that I would recommend for a player who wants to specialize in Jump (and has a DM who allows access to 3rd-party publishers) would be Races of Stone by WotC and Beyond Monks: d20 by Chainmail Bikini. In Races of Stone, there's a race with a +1 level adjustment called the Goliath- they get all sorts of stuff that help them fight (such as bonuses to Strength, Powerful Build [lets them count as large sized for almost everything except reach], and such), but, in addition to all of this, they have the ability to make a standing long jump or standing high jump as if they were running. So, in other case, most of their jump DCs are cut in half. Chainmail Bikini's book is a 3.5 book all about Monks. It's got a new Base Class called the Martial Artist (kinda a Fighter-Monk), lots of Monk prestige classes, and a ton of Monk feats. One of such feats is called Leap of the Clouds (in homage to the 3e Monk class ability, although, as I'll show you, this one is considerably better). I can't recall the prerequisites off the top of my head (my friend, who's playing a Monk, has the book at the moment), but a Monk would be able to take the feat around 5th or 6th level, if I'm not mistaken (it's got BAB prereqs, as well as an unarmed speed bonus of +20 feet, I believe). Anyway, it changes the way you determine your jump DCs. If you have the feat, and you want to make a standing high jump, the number of vertical feet becomes the DC (meaning, you roll, and that's how high you jump- so you make vertical standing jumps the way a normal person makes running long jumps). If you get a running start for this high jump, divide the DC by half. If you want to make a standing long jump, divide the DC by 4. If you want to make a running long jump, divide the DC by 8. This is a great improvement to the skill and the old class ability- now, you can actually do something decent with your jump skill- and it's by no means overpowered, considering you can't even get it until Fly spells have been available for a couple levels. (There's another feat, called Unchained Spirit, I believe, which has this as a prerequisite- basically, it lets you fly for a certain number of rounds per day- but that's a different story.) If you were playing a Goliath Monk with this ability, all of your standing high jumps would be Feet = DC/2. So, if you had 20 ranks and rolled a 10 (for a total of 30), you'd jump 60 feet straight up. If you were, saying, a 19th-level Goliath Monk (since Goliaths have a Level Adjustment of +1), you could do some amazing jumps. Let's assume you rolled an 18 for Strength (and I believe the Goliath gets a +4), and put all of your increases into Strength, and you have a +6 item, for a total of 32 (+11 modifier). And, let's assume you have the Run feat. Ranks 22 + Str 11 + Jump Spell 30 + increased Base Speed 24 + Run feat 4 = 91 Jump modifier. Assuming you rolled a 10, on a standing high jump, you'd jump 202 feat straight up in the air. It'd take you several rounds to go up, and several to come back down, but you'd be one insane jumper. Oh, and if you wanted to make a standing long jump? 808 feat. Without a running start. Keeping in mind, of course, that this provides you no benefit more than a potion of fly, except that it doesn't cost you anything. Sound good? [/QUOTE]
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Why is Jump skill so useless?
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