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crazedloon
2007-04-11, 03:45 PM
Well I was just thinking how one of the biggest fear for a fighter/monk/melee class is the flying *insert critter here* so I thought of a few feats that may be useful for combat and for some very cool descriptions of a fight.

Extraordinary jump
Prerequisite: jump 6
You have access to a few aerial combat maneuvers.
Leaping charge: you may as a full round action you may initiate a charge against an opponent who is within your normal movement speed horizontally from you and who is positioned above you. You must roll a jump check against a DC equal to the opponent's current height x 2 this is doubled if you do not have a running start. You land in the square next to your opponent and the horizontal movement may not be more then two times your normal speed.
Arial grapple:As a full round action you may attempt to grapple an opponent who is within your normal movement horizontally from you and who is positioned above you. This requires a jump check with a DC of your opponent’s current height x2 this is doubled if you do not have a running start. You then may make one grapple attempt your opponent gains a +2 circumstance bonus for every 10 feet off the ground that they currently are. If the grapple is successful and the means of flight that the opponent is a physical form of flight and the opponent is no larger then one size larger then you then you and that opponent fall to the ground taking damage normally. If the form of flight is magical then you may continue the grapple as normal but if your opponent escapes from the grapple you fall taking damage normally. But a grappled opponent can not move even magically. If you fail the grapple attempt you take falling damage normally.

Improved Extraordinary jump
Prerequisite: jump 10, Extraordinary jump
You have access to more aerial maneuvers
Continue the attack:If you hit with a leaping charge you do not fall back to the ground and your opponent may not move in the next round. In your next round you may make a full attack action against the opponent. However after this attack you fall to the ground and take falling damage normally.
grounded: If you successfully grapple an opponent with aerial grapple you may attempt to disorient them. If you deal lethal damage you may make take a swift action to discombobulate your opponent. This is a grapple check opposed by a grapple check or a concentration check. If you succeed on this check you and your opponent fall 1d6 feet in a random direction for every 5 that you beat this check by.

Epic Arial Combat:
You have access to more aerial maneuvers
Prerequisite: jump 21, extraordinary jump, Improved Extraordinary jump
Endless aerial combat: As long as you hit with an attack in a Continued the attack action you do not fall and you move with your opponent. You may take full round actions while still in contact with your opponent and you stay in contact with your opponent until you do not hit in an attack action or you are dealt 50 damage in a single attack. If you lose contact with your opponent then you fall and take normal falling damage
True aerial grappleyour opponent no longer gains the circumstance bonuses for height on your first grapple attempt and you may attempt a grounded action on your first grapple attack with a circumstance bonuses equal to the number you beat the jump check by.

Bounce off the Walls
Prerequisite: dex 15, extraordinary jump
You may make special move actions when using aerial combat maneuvers.
Off the walls:If a wall is within ten feet of you when you use a Leaping charge you may split movement between two rounds. Each round still takes a full round action but you may make a jump check on the first turn. This jump is against a DC 0 and instead you stop at the half the jump checks height on the wall. In your second round you must make a jump check against the normal DC for a Leaping charge however you may instead make the DC equal to the horizontal distance between you and your opponent as long as your opponent is not more then ten feet above or bellow you.
Along the wall:you may make a Leaping charge against an opponent who is within your normal movement reach plus your dex score horizontally as long as they are within 10 feet of a wall or horizontal surface.

Aerial Dexterity
Prerequisite: dex 18, extraordinary jump, Bounce off the Walls
Wall as GroundYou may split the movement for a Leaping charge between any number of rounds as long as you make a jump check to move along a wall. These checks are against a DC of 10 x the number of rounds you have been making these jump checks. And the distance moved is equal to the amount you beat that DC by.
Of your Opponent If you hit with a Leaping charge you may attempt a Dex check opposed by your opponents dex check. If you beat that check you move with your opponent and may make a standard action every round as long as you succeed on an opposed dex check every round.


Yes the names are realy bad and the wording probably needs a lot of work so help me here and a little input would be good.