| Post/Author/DateTime | Post |
|---|---|
| Adonis1x2303-25-08, 03:17 AM | I remember seeing a feat awhile back ( and I have been tearing through my books trying to find it) that allowed a character to not have to make the initial 10' movement before a long jump. This is purely for flavor purposes but it is still important. Imagine a scout/ranger halfing-dagger in each hand-jumping 60 feet Greater Two Weapon fighting,rending,pounceing, leaping power attacking into his improved favored enemy. |
| mplindustries03-25-08, 03:59 AM | Its definitely in PHB2. I think its called Leap of the Heavens, but I could be wrong about the name. Too lazy to check now. |
| Adonis1x2303-25-08, 04:16 AM | Yep, just found it. Thanks |
| Legdiwena03-25-08, 06:59 PM | 60' would be a big DC wouldn't it? |
| InkBlot03-26-08, 03:07 AM | A 60 foot long jump is DC 60. It sounds a lot worse than it is. Bonuses to Jump checks are very easy to get, compared to bonuses to other skills. For instance, every 10 feet of move-speed past 30 feet grants you a +4 to Jump checks (this is why Monks are great at jumping). Of course, a halfling starts out with a speed of 20 (-6 penalty to jump). Scouts get fast movement, but that's an enhancement bonus and hardly stacks with anything. Rangers can cast the jump spell, but with their low caster level being diluted by multiclassing, the bonus is going to be relatively low. Not to say it's impossible. It would just take a degree of optimization, and at that point it would make a lot more sense to just play a more jumping-capable class to start with. Anyway, the jump spell grants a +30 to jump checks at caster level 9 (Ranger level 10 + Practiced Spellcaster). Add in the scout fast movement (removes the -6 speed penalty), the halfling racial bonus to jump checks (+2), Skill Focus Jump (+3), and a Ring Of Jumping (+5), and you have a total bonus of +40. That'll clear 60 feet on a natural 20. edit: If you want to turn your soon-to-be-impressive jump modifier to combat use, check out Tome Of Battle. That book has a whole discipline of martial maneuvers based on jump checks. At the very least, you can use a Martial Study feat to grab the Sudden Leap maneuver, which would let you move as far as you can jump as a swift action. |
| blade26503-26-08, 06:29 AM | Without your running start of 20' it would be a DC120 |
| Adonis1x2303-26-08, 12:43 PM | 60 feet was kind of a exaggeration. Actually I got pretty lucky. My dm house rules that any thing you get from a class is an unnamed bonus as far as stacking with other items is concerned(obviously there are exceptions, but this goes for like fast movement, evasion, etc.) At level 10 I have Scout4/Ranger6, with an array of jumping and tumbling fighting feats. Anyways, with Leap of the Heavens you dont have the jump dc double if you dont have a 20ft head start and adds a +5 to your roll if you do. I have Dex 26 (18 rolled+2 racial+4Gloves of Dex+2 at 4th and 8th). With agile athelte or something, jump and climb go by dex. 13 ranks in Jump and Tumble. The day I rolled up my new character (to replace my monk) was the day of the raiding of the Green Dragon lair, guess what the most powerful magic item randomly generated was? Ring of Jumping +20 So 13+2racial+8dex+5+20= 48 Combine that with Leap of the Heavens, Leap Attack, Skirmish Damage, TW Pounce... well thats good enough for me. |
| InkBlot03-27-08, 03:10 PM | Ring Of Jumping +20! Yeah, having a 40,000gp magic item fall into your lap, when your entire wealth for that level is only supposed to be about 49,000gp, will do things like that. |
| ToastedAmphibian03-28-08, 10:06 AM | Or you could just be a thri-kreen. +36 jump checks straight out the box. (+4 racial strenght bonus, 40ft move speed, +30 racial bonus) |
| Adonis1x2303-28-08, 07:08 PM | Dang really? Well I came across the shadow template a few days ago(or is it the dark template? they are basicaly the same thing except one is a +1 and the other is a +2LA) |