Jedi Jump (psionic) - help [Archive] - Wizards Community

Post/Author/DateTimePost
Vasily

06-21-07, 09:09 PM
Sorry for bringing up a weird post, but I was hoping to get some help on something.

I want to make a character that can basically do what Luke did in Episode V - jump straight up about 20 feet (maybe only 15). I know that Mental Leap adds 10 to your jump check, but even so, you need to be running in order to get any kind of height at all.

Alternatively, I was thinking 'Levitate', but the action was done so fast that it had to be a swift action. To make Levitate a swift action, you would need to be a Level 9 Psion. There is no way Luke was comparable to that.

I also know that the Ninja class has the Great Leap or Giant Leap ability, but I don't want to take 4 or so levels of Ninja just to be able to jump high.

I humbly ask for your advice/help with this. Thank you!
Tyroki

06-21-07, 09:13 PM
=3 Make a power, give it the manifesting time of swift, and go hard.
Artector

06-21-07, 10:08 PM
There's a Stance in TOB that lets you act as if you had a running start for any jump checks. Its in the Tiger Claw Discipline.

Alertnatively you could simply cook up a new power that lets you act as if you had a running start for all Jump checks w/in (x) duration. It could be a 2-3 level power I think.
Red_Decker

06-21-07, 10:46 PM
Leap of the Heavens
+5 to jump checks after making a running start, DC remains the same for just made without a running start.

That should help you with what you're looking for.
[I think Monks should get this at 7th level since that was the level they originally got Leap of the Clouds]
http://www.geocities.com/customsmiliesbyswordmaster/inthered.txt
DM-Scott

06-21-07, 11:31 PM
One idea would be to allow it as an augmentation to the psionic levitate, allowing you to target yourself only as a swift action, by expending more PP, for example.

The reason I would suggest this - Psionic characters already get few powers, and spending a lot of extra power slots on powers that fill a small niche without having much application in other situations nerfs them bad, and generally means the power won't be taken when there are generally alternatives.

However if the power has other applications (such as more than the 20ft vertical lift levitation gives you), such as more jedi-like abilities, then you may find making a whole new power a fine choice.

Here's an idea (note, this was written by me on the fly, and isn't pre-checked for balance).

Force Manipulation
Kinetisist
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Visual
Manifesting Time: Varies (see text)
Range: Close (25ft + 5ft/2 levels)
Target: Varies (see text)
Duration: See text
Saving Throw: Will negates (see text)
Power Resistance: Yes
Power Points: 1

You channel strong psychokinentic force to achieve a variety of effects, ranging from simple object manipulations, to grand telekinetic effects that enhance your physical capabilities, or used against enemies.

With this power you may choose to spend more power points to achieve different effects with this power. A list of the different applications and their PP cost to manifest is presented below.
Force Telekinesis: As a standard action, this power allows you to manipulate any unattended object weighing up to 3lbs / manifester level, and move it up to 10ft per manifester level in any direction. You may move it outside of the range of this power, to the maximum distance allowed, but once the object is out of your power's range, it is no longer a possible target for future manifestations of this power (unless you either move within range of the object, or the object is returned to your maximum range).
Force Leap: By expending 3 PP, you may manifest this power as a swift action in addition to a jump check. Increase the distance of your jump check result by 5ft/2 manifester levels. If a Nomad manifests this power, increase the distance by 5ft for every 10ft added (so 10ft becomes 15ft).
Force Push: By expending 5 PP as a standard action, you may target one character or object per 4 manifester levels. Each target you choose must make a will save or be pushed horizontally 10ft/2 manifester levels in a direction you choose. If they are pushed into an obstacle such as a wall, they suffer falling damage for the distance they were moved. If a Kinetisist manifested this power, increase the distance pushed by 5ft for every 10ft they would have been moved (so 10ft becomes 15ft).
Force Frenzy: By expending 7 PP, as a standard action, you may gain a +1 insight bonus to your attack rolls, armor class, saving throws, one extra attack at your highest base attack bonus when making a full attack, and +20ft bonus to your speed. These bonuses do not stack with other insight bonuses, or other improvements to your movement (such as expiditious retreat, haste, and boots of striding and springing). These effects last 1 round / manifester level, and may be dispelled such as with powers such as dispel psionics. If an Egoist manifests this power, increase the benefits to a +2 insight bonus to attack, armor class, and +30ft speed.
Augment: By spending 2 power points more than the required amount, you may manifest an effect of this power as a swift action. In the case of the force leap effect, it becomes a free action usable on your turn only. In the case of the force push effect, it becomes a move action.
For every 2 power points spent above the 1st, this power's save DC increases by +1.

What do you think? :cool:
InkBlot

06-22-07, 02:07 AM
For a 15 foot vertical jump, you need to make a DC 60 Jump check (if you make a running start or have Leap Of The Heavens).

The power you want is mighty spring, from Complete Psionics. It's a 1st level swift action Lurk/Psywar power that gives you a +10 to jump, plus +5 per 2pp spent. So for 11 power points, Luke could have a +60 to jump. Easy peasy.

That's not even figuring in maxed out skill ranks, synergy from Tumble, Speed Of Thought, possible Monk levels, or his (possibly augmented) Strength modifier. He probably could have made that leap by 9th level, if not 7th.
CrimsonDeath

06-22-07, 12:55 PM
You can also increase your speed, using Skate or Burst for example.
InkBlot

06-22-07, 01:40 PM
Yeah, that would help. You get a +4 bonus to your Jump checks for every 10 feet of speed over 30. It realy p.o.'d my old DM that my 15th level monk could trivialize rough terrain by jumping over it (often while carrying the halfling "dagger pile" rogue). We called it Inuyasha-ing.

Anyway, using burst would prevent you from using mighty spring, and I've never heard of Luke Skywalker zipping around hovering inches above the ground (although it fits his name). Speed bonuses to Jump are great because they stack so well come relatively cheap, but it's realy hard to get enough of them to make a DC 60 Jump check trivial. They can help, but unless you want to wait untill near-epic levels or rely on equipment, they can't replace mighty spring.
CrimsonDeath

06-23-07, 12:18 AM
Yeah, I realized that Mighty Spring outperformed Burst, but there are lots of ways to increase speed-- magic/psionic items, spells, class features...
InkBlot

06-23-07, 12:19 PM
There may be lots of ways to increase speed, but very few of them are anything like a Jedi force-jump.
angellis_ater

06-24-07, 07:04 AM
Let us assume a level 5 character.

Mighty Spring at 5pp = +20
Max ranks = +8
Strength Bonus (if PsyWar, very probably) = +4
Mental Leap = +10
5 ranks of Tumble = +2

So, at 5th level we can get a total of +44, but a STANDING 15 feet jump requires a jump DC of 120. Impossible. (15 feet is DC60 with a running start, double that without running start).

My suggestion at 5th level would be to manifest Dimension Slide instead and simply have it LOOK like a jump (it's all just fluff, really). Easier, more efficient.
InkBlot

06-24-07, 10:54 AM
You forgot Leap Of The Heavens

Leap Of The Heavens cuts the DC in half, making the DC 60

You can find it in Player's Handbook II