AstralFire
2009-08-09, 12:29 PM
Also known as: Ariel, the Little Monster Truck Derbymaid.
The (wo)Man:
http://th02.deviantart.net/fs38/300W/f/2008/365/8/f/The_Little_Mermaid_by_Sugargrl14.jpg
The Plan: To achieve long duration, low altitude jump with something that has a base land speed of 5 feet, while wearing nothing more than a shell bikini (ow, the chafing).
Panama:
Merfolk Ninja 6, Sorcerer 1, Swordsage 3, Exemplar 1, both ability ups in Str
17 PB Ability Scores: 18 Str, 10 Dex, 10 Con, 8 Int, 8 Wis, 11 Cha
Feats: Skill Focus (Jump) (+3), Athletic (+2), Practiced Spellcaster, Practiced Spellcaster
Skills: Tumble 5, Jump 14, Spellcraft 4, no one cares about the rest
Penalties: -12 for being slower than 30 ft. speed.
Total jump bonus: +10 (Tiger Claw Stance), +6 (Ninja), +5 (feats), +4 (Exemplar), +5 Str, +30 (Jump spell), +2 Synergy, +14 Ranks
Average Jump Distance: 70 feet.
Rules That I Am Hurting:
Staggered: A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).
A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.
On Action for a Jump: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
How It Works:
Ariel realizes that she's about to abandon everything she ever knew and loved to live with a man in a completely different culture on the basis of his looks and little else. :(
Ariel begins to slam her head into the wall repeatedly. Stupid, stupid, stupid!
Once she's rather woozy and taken a lot of subdual/nonlethal damage, Ariel takes out a knife sized for a baby and cuts herself until she is staggered. Stupid!
Ariel gets back her mermaid fins. It's Evil OctoMagic. Don't question it.
Ariel realizes that she cannot actually reach the water from where she is, but thanks to her NINJA TRAINING she can probably make a jump for it.
Ariel jumps the 70 feet. But she can only move 5 feet as a move action, and she only gets one move action a round.
It will take Ariel 14 rounds, or a minute and twenty-four seconds, to land after she begins her jump; she will have traveled a space equivalent to a semi-truck with two trailers.
What else has a huge hangtime in the air after leaping over tractor trailers? That's right! Monster trucks.
I'm not really sure where I was going with this.
Mer-aculous Hangtime! ha-ha-HA (http://www.youtube.com/watch?v=mMz8uzM65jk)!
The (wo)Man:
http://th02.deviantart.net/fs38/300W/f/2008/365/8/f/The_Little_Mermaid_by_Sugargrl14.jpg
The Plan: To achieve long duration, low altitude jump with something that has a base land speed of 5 feet, while wearing nothing more than a shell bikini (ow, the chafing).
Panama:
Merfolk Ninja 6, Sorcerer 1, Swordsage 3, Exemplar 1, both ability ups in Str
17 PB Ability Scores: 18 Str, 10 Dex, 10 Con, 8 Int, 8 Wis, 11 Cha
Feats: Skill Focus (Jump) (+3), Athletic (+2), Practiced Spellcaster, Practiced Spellcaster
Skills: Tumble 5, Jump 14, Spellcraft 4, no one cares about the rest
Penalties: -12 for being slower than 30 ft. speed.
Total jump bonus: +10 (Tiger Claw Stance), +6 (Ninja), +5 (feats), +4 (Exemplar), +5 Str, +30 (Jump spell), +2 Synergy, +14 Ranks
Average Jump Distance: 70 feet.
Rules That I Am Hurting:
Staggered: A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).
A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.
On Action for a Jump: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
How It Works:
Ariel realizes that she's about to abandon everything she ever knew and loved to live with a man in a completely different culture on the basis of his looks and little else. :(
Ariel begins to slam her head into the wall repeatedly. Stupid, stupid, stupid!
Once she's rather woozy and taken a lot of subdual/nonlethal damage, Ariel takes out a knife sized for a baby and cuts herself until she is staggered. Stupid!
Ariel gets back her mermaid fins. It's Evil OctoMagic. Don't question it.
Ariel realizes that she cannot actually reach the water from where she is, but thanks to her NINJA TRAINING she can probably make a jump for it.
Ariel jumps the 70 feet. But she can only move 5 feet as a move action, and she only gets one move action a round.
It will take Ariel 14 rounds, or a minute and twenty-four seconds, to land after she begins her jump; she will have traveled a space equivalent to a semi-truck with two trailers.
What else has a huge hangtime in the air after leaping over tractor trailers? That's right! Monster trucks.
I'm not really sure where I was going with this.
Mer-aculous Hangtime! ha-ha-HA (http://www.youtube.com/watch?v=mMz8uzM65jk)!