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Sylthia
2014-04-25, 02:57 PM
One of the common complaints of martial characters is being grounded while many casters have easy access to flight.

Does anyone know if there are any builds that can have martials take advantage of the jump skill or something along those lines and launch themselves upwards and attack or grapple airborne creatures with a somewhat reasonable success rate?

EDIT:
I noticed a similar thread that might have some ideas after posting this. I'll have to take a look.

illyahr
2014-04-25, 03:00 PM
There was a homebrew built up on the forums a little while ago that might help. Behold, the dragoon (http://www.giantitp.com/forums/showthread.php?280930-The-Dragoon-Peerless-Jumper-amp-Dragon-Slayer). I've gone over it and it looks sound but haven't had the chance to play one yet.

OldTrees1
2014-04-25, 03:01 PM
Since jump is a move action(normally) it limits you to a standard action attack.

So you could do (Leaping Dragon Stance)
Rd 1: Sudden Leap[Jump as Swift] + Full Attack
Rd 2: Jump[Move] + favorite boost[Swift] + favorite strike
Rd 3: Jump[Move] + prep recharge[Swift] + Standard Attack

torrasque666
2014-04-25, 03:31 PM
Isn't a grapple a standard attack action, not requiring a full attack round? So couldn't you jump up and grapple something, thereby either hanging on or bringing it down?

Sylthia
2014-04-25, 03:35 PM
Isn't a grapple a standard attack action, not requiring a full attack round? So couldn't you jump up and grapple something, thereby either hanging on or bringing it down?

True, plus we play Pathfinder currently, so it's probably simpler with combat maneuver rules. I'm not sure what rules are for staying airborne while grappled.

ak grown
2014-04-25, 03:46 PM
There was a homebrew built up on the forums a little while ago that might help. Behold, the dragoon (http://www.giantitp.com/forums/showthread.php?280930-The-Dragoon-Peerless-Jumper-amp-Dragon-Slayer). I've gone over it and it looks sound but haven't had the chance to play one yet.

I really like the idea of the Dragoon. I have a campaign that has been idle for 6 moths or so. We left off by using a wish ring to bring back a Red Dragon god-ish creature (because our sorcerer is a moron) and now we have 3 Red Dragons to kill...yup

I'm going to try and convince my DM to create a Dragoon to help us fight as an ally for sure, he's done that on a couple other occasions throughout the campaign thus far

Dread_Head
2014-04-26, 11:38 AM
Not sure about builds but play as a Thri-Kreen for the +30 racial bonus to jump and the additional +4 for 40ft movement speed. Plus you know four arms is kind of cool.

Also have a look at the Halberd of Vaulting from the Arms and Equipment Guide. It gives +30 untyped to jump and doubles damage on a charge if you jump whilst doing so, fairly cheap as well for what it gives you.

Garonak
2014-04-27, 09:39 AM
My rather successful Glass Cannon (summary) - for Savage Tide adventure path:

The gist: Put all power attack penalty into AC, swift action to make attack touch (6/day) - charge for massive damage. - I can send the document if you want, just PM me.

Neraph Scout 6/Ranger 12/Barbarian 1/Swordsage 1
Medium Outsider (extraplanar)
Class features: Skilled City-dweller (tumble for ride), Champion of the Wild (feats for spells), Lion Totem (pounce over fast movement), Combat Style (two handed (in some Dragon or Dungeon Magazine)), Favored Enemies (Evil Outsider +8, Construct +2, Plants +2, Undead +2).
Skills: Jump +49(23)
Skill tricks: Twisted charge, extreme leap, nimble charge
Feats: Steadfast Loyalty (free background feat - Savage Tide adventure path); Dodge; Track (bonus); Mobility; Power Attack (combat style bonus); Spring Attack; Swift Hunter; Endurance (B); Improved Skirmish; Improved Bull Rush; Improved Sunder (combat style bonus); Shock Trooper; Leap Attack; Steadfast Determination; Undo Resistance; Great Cleave (combat style bonus); Favored Power Attack.

Pardon formatting issues - I can't be bothered (mind: house rule: charge bonuses only apply to first attack on pounce):
Charging options:
Against normal enemies:
Max Power Attack Headlong Charge 20ft (lvl 20 – BA: 18):
- Main attack: +31 vs. flat-footed, 14d6+182 dmg (196-266) (crit: 17d6+364) – AC 24, t 12, ff 24
- Secondary Attack: +24, 11d6+55 (66-121)
- Third Attack: +19, 11d6+55 (66-121)
- Fourth Attack: +14, 11d6+55 (66-121)
- Haste attack: +30, 11d6+55 (66-121) (w/ +1 from Haste)
Against Evil Outsiders:
Max Power Attack Headlong Charge 20ft (lvl 20 – BA: 18):
- Main attack: +33 vs. flat-footed, 17d6+274 dmg (291-376) (crit: 20d6+548) – AC 24, t 12, ff 24
- Secondary Attack: +26, 14d6+83 (97-167)
- Third Attack: +21, 14d6+83 (97-167)
- Fourth Attack: +16, 14d6+83 (97-167)
+1 atk/dmg v demons
- Haste attack: +32, 14d6+83 (97-167) (w/ +1 from Haste)
Against Constructs/Plants/Undead
Max Power Attack Headlong Charge 20ft (lvl 20 – BA: 18):
- Main attack: +31 vs. flat-footed, 14d6+258 dmg (272-342) (crit: 17d6+516) – AC 24, t 12, ff 24
- Secondary Attack: +24, 11d6+75 (86-141)
- Third Attack: +19, 11d6+75 (86-141)
- Fourth Attack: +14, 11d6+75 (86-141)
- Haste attack: +30, 11d6+75 (86-141) (w/ +1 from Haste)
Raging:
- +2 Atk, +3 Dmg (+6 dmg when charging), +40HP

Damage modifiers:
Strength +12 Boots +2 Skirmish +8d6 Favored Enemy +8/2
Weapon +3d6+3 Armbands +2 Crystal +1d6 Bane +2d6+2
Leap Attack 72 Power Attack 36 Favored PA 54
With Valorous:
Strength +24 Boots +4 Skirmish 8d6 Favored Enemy 8/2
Weapon 6d6+6 Armbands +4 Crystal 1d6 Bane 2d6+4
Leap Attack 144 Power Attack 72 Favored PA 108 Favored Leap Atk 216


Equipment:
Arms: Strongarm Bracers of Might and Elusive Action (13350)
Body: Dwarvencraft Healing Easy Travel Durable Ghostward Mindarmor Mithral Breastplate +5 (+6) (43350)(+1400); Greater Crystal of Mind cloaking (10000)
Face: Crystal Mask of Mindarmor, Dragon mask, Mask of Sweet Air (19000)
Feet: Skirmishing Quicksilver Boots of Speed (22050)
Hands: Finned True Strike Gauntlets of Storing (2) (30500)
Head: Scout’s Headband of Glorious Recovery and Alertness +5/+5 (16250)
Ring 1: Ring of Jumping, Tumbling and Protection +5 (56250)
Ring 2: Ring of Negative Energy Protection, Anticipation, Sheltered Vitality (103000)
Shoulders: Wings of Flying & Resistance +5 (79000)
Throat: Antimagic Heartseeking Vampiric Torc (37000)
Torso: Rogue’s Vest of Freedom and Natural Armor +5 (86000)
Waist: Belt of Magnificence +6 (200000)
Weapon:
- Large Impaling Vanishing Valorous Evil Outsider Bane Dwarvencraft Everbright Cold Iron Ripper +3 (+6) (84820)(+2200)
- Dwarvencraft Cold Iron Ripper (710)
- Dagger (2)
- Greater Fiendslayer Crystal (5000)
- Nimbus Bow (artifact)
- 102 Cold Iron Arrows (20)
- 9 +1 Binding Arrows (Party)
Shield: –
Other magic items: Magic Bedroll (500), Heward’s Handy Haversack (2000), Trickery Trinket (Nimble Stand) (1000), Sending Stones (1400), Panic Buttons (Escaping (1), Silencing (2)) (2250), Potions (2 Haste (1500), 2 Protection from Evil (100), 2 Remove Fear (100), 5 Lesser Restoration (600), 2 Invisibility (600), 2 Cure Moderate Wounds (600)), (Protection from Evil potion (affiliation)), Dusty Rose Prism Ioun Stone (5000), Brooch of Fortune Prevailing (10000), Stone of Good Luck (20000), Scroll of Mind Blank (Balder)
Mundane items: Potion Bladder (25), Masterwork Potion Belt (60), Collapsible Pole (2) (40), 50ft Twine (0.1), Masterwork Thieves’ Tools (100), Explorer’s Outfit (-), Tarp (5), MWK Adamantine Drill (250), Extra bit (25)


Spell-like abilities, maneuvers and powers
Racial Traits:
- Neraph Camouflage (Ex) (PlH 13): May not apply dex to AC. Works vs Uncanny Dodge and Combat Reflexes – Cf. IM chat with GM
Feats:
- Shock Trooper (CW 112):
o Directed Bull Rush – when bull rush may also move target one square to left or right
o Domino Rush – If bull rush foe into another foe, free trip attempt against both foes.
o Heedless Charge – If charge power attack, minimum -5 then assign any portion of penalty to AC
- Leap Attack: +100% power attack damage on charge jump 10ft
- Undo Resistance (FC II 85): Attack. Lowers SR of target by 1/skirmish die, multiple attacks stack, duration 1 hour. Requires cold iron weapon.
- Favored Power Attack: Increase Power Attack against favored enemies
Class Features
- Skirmish (Ex)
- Battle Fortitude (Ex) - +1 competence on fortitude and initiative
- Fast Movement (Ex) - +10ft enhancement bonus to land speed
- Trackless Step (Ex)
- Evasion (Ex)
- Lion Totem (Su) – Pounce (CC 46/MM 313)
- Spiritual Connection (CC 50): 3/day – Speak with animals OR Speak with plants
- Spiritual Guide (CC 50): Outside civilized areas (Hamlets and up): +1/4 ranger level divine bonus on Handle Animal, Knowledge (Nature), Listen, Search, Spot and Survival. 1/day: Commune with nature (errata)
- Quick to Act (Ex): +1 Initiative
- Discipline Focus (Ex): Weapon Focus with discipline weapon
- Favored Enemy (Ex): Bluff, Listen, Sense Motive, Spot and Survival. Weapon Damage rolls
o Evil Outsider +8
o Constructions +2
o Plants +2
o Undead +2
- Woodland Stride (Ex): Natural undergrowth do not hamper movement
- Flawless Stride (Ex): Any sort of terrain that slows movement – no effect
- Spell Reflection: Immediate action – If spell with attack roll misses, reflect spell back at caster – new attack roll. 1+ dex/day
- Rage: Free Action - +4 Str, +4 Con, +2 will, -2 AC. 13 rounds
Skill Tricks
- Back on Your Feet – Stand as an immediate action
- Clarity of Vision – Swift action, DC 20 spot, pinpoint invisible creatures within 30ft (till end of turn)
- Extreme Leap – If jump 10ft, swift action extra 10ft movement
- Nimble Charge – Charge across difficult terrain without balance check
- Nimble Stand (Trinket) – Stand without AoO
- Twisted Charge – Up to 90 turn during charge, must have line of sight
Maneuvers
- *Sudden Leap (Boost, ToB 89): Swift action – Jump move
- *Burning Blade (Boost, ToB 52): Swift action – +1d6+ initiator level fire damage
- Flashing Sun (Strike, ToB 54): Full round – Extra attack on full attack, -2 on all attacks
- Shadow Jaunt (Teleportation, ToB 79): Standard – Teleport 50ft, line of sight and effect
- *Zephyr Dance (Counter, ToB 57): Immediate - +4 Dodge vs. single attack
- *Emerald Razor (Strike, ToB 63): Standard – Melee touch attack
Stances
- Child of Shadow (Stance, ToB 76) (Su): If move 10ft: concealment
Items
- Strongarm Bracers – Use Large weapons without penalty
- Armbands of Might - +2 str checks and strength based skill checks. If power attack -2 or more, then +2 damage
- Armbands of Elusive Action (MIC 72): Immediate (mental) action 1/day – ignore aoo.
- Armor:
o Healing (armor) – If dropped to -1 to -9 HP – heal 2d8+5 HP. Or swift action (cmd) 2d8+5 HP.
o Mind Cloaking Crystal: +5 competence v. mind-affecting. Re-roll 1/day. Immediate (mental)
o Mindarmor: Immediate (mental): +5 on Mind-affecting Will 3/day
- Skirmishing Boots (MIC 136): +2 skirmish damage; Swift action (cmd) 2/day – If moved 10ft extra attack.
- Quicksilver boots (MIC 119) – Swift action (cmd), extra movement. Concealment, move across liquid without falling in
- Boots of Speed (DMG 250): Free action (click heels) 10 rds/day – Haste
- Scout’s Headband (MIC 133): +5 on spot/listen; Standard (cmd) (3 charges/day) – 1 charge: darkvision 60ft 1 hour, 2 charges: see invisibility 10 minutes, 3 charges: True Seeing 120ft 1 minute
- Helmet of Glorious Recovery (MIC 111): Swift action (cmd) 1/day – Cure Critical Wounds 4d8+7
- Antimagic Torc (Undr 73): Standard Action (cmd) 1/day – Antimagic field (CL 11) 110 minutes
- Heartseeking Amulet (MIC 110): Swift Action (cmd) 3/day. Next attack: melee touch
- Vampiric Torc (MIC 145): Swift Action (cmd) 2/day: Heal self, half damage done to target. Next successful attack before end of turn.
- Vest of Freedom (MIC 198): Swift action (cmd) 3/day – freedom of movement 3rds
- Weapon:
o Impaling (weapon) (MIC 37): Swift action (cmd) – next attack touch attack. 3/day
o Vanishing: Swift action (cmd) after successful attack: teleport 60ft. 1/day
o Fiendslayer Crystal (weapon) (MIC 65): 1d6 extra damage against evil outsiders; good aligned; If critical dim anchor for 1 rd
o Valorous (UAE 54): Double damage on charge
- Trickery Trinket (Nimble Stand) (CScr ): Extra skill trick
- Sending Stones (MIC 184): Standard 1/day – Sending as the spell (CL 7)
- Panic Buttons
o Escaping (CScr): Swift action – teleport 60ft
o Silencing (CScr): Swift action – Silence 1rd
- Magic Bedroll (MIC 163): Double healing rate for rest.
- Wings of Flying (DMG): Standard Action (cmd), grants wings and fly speed 60ft (good)
- Crystal Mask of Mindarmor: +4 insight bonus on Will saves
- Dusty Rose Prism Ioun Stone: +1 Insight bonus on AC
- Dragon Mask (MIC 94): 2/day. Swift (cmd). See Invisibility 5 min
- Mask of Sweet Air: +5 v. inhaled poison (such as cloudkill)
- Ring of Negative Energy Protection (MIC 126): Immune v. negative levels.
- Ring of Anticipation (DrU): Reroll initiative
- Ring of Sheltered Vitality: Standard Action. 2/day. 7 min. Sheltered Vitality (SC 188)
- Brooch of Fortune Prevailing (MIC 69): Immediate (cmd). 1/day. Reroll save.
- Stone of Good Luck (DMG 267) +1 luck on saves, skills and ability checks
- Finned Gauntlets (MIC 100): Swim speed 30ft
- True Strike Gauntlets (MIC 144): Standard (Cmd): True Strike 1/day
- Storing (2) (DMG 257): Free Action. Store/Retrieve 1 held item (20lbs)
- Rogue’s Vest (MIC 130): +2 Competence Hide/MS and Reflex. +1d6 skirmish
Other:
- Fountain of Beauty: +4 Sacred bonus to Charisma
- Mark of Malcantet: +4 Profane bonus to Constitution; +4 Profane bonus on all saves; Malcantet can see and listen through me; initiate telepathic conversations at any range across planes with me; She has a constant status spell on me; She can end it at any time, as can a dispel evil.



Swift actions:
- Extreme Leap - Clarity of Vision - Sudden Leap - Vanishing
- Skirmishing Boots - Quicksilver Boots - Burning Blade - See Invisibility
- Glorious Recovery - Heartseeking - Vampiric Torc
- Freedom - Burnoose - Impaling
- Panic Buttons - Healing Armor - Summon Ghaele Eladrin
Immediate actions:
- Spell reflection - Back on Your Feet - Zephyr Dance - Mindarmor
- Elusive Action - Re-roll mind-aff. - Fortune Prevailing