PDA

View Full Version : Roof jumper



Railak
2020-06-22, 01:09 AM
So, this is one of my favorite feats, because it's just fun. But one of the hardest parts is figuring out how to actually use it when you don't have access to anything above your opponent without flight. One idea I thought of, hard to do, but not impossible, is build a character with a rediculous jump check. And using the rediculous jump check to use roof jumper from the ground by jumping really high up and "falling" from there.
Don't get hooked up on the DC of the jump check.. I'm wondering if this is a viable option for the feat?

Roof-Jumper

You can make use of the features of the city as handholds and footholds, defying the pull of gravity.

Prerequisite
Dodge (PH) , Mobility (PH) , Roofwalker (Ci) , Balance 7 ranks, Jump 7 ranks,

Benefit
The Roof-Jumper feat enables the use of the following tactical maneuvers. You cannot benefit from more than one maneuver in the same round. Death from Above: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk's slow fall ability, or the feather fall spell) while attacking in this manner. Urban Acrobatics: You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm's reach of a wall or similar vertical surface, you can move yourself sideways along the wall. traveling up to 5 feet horizontally for every 10 feet you fall. If you accidentally fall, you can move 5 feet horizontally for every 20 feet you fall. You can move up to your full movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate.

Normal
Falling characters can move in no direction but down

Zaq
2020-06-22, 01:16 AM
Yeah, getting a high Jump check totally works for this. There were several such examples in the last Iron Chef round (https://forums.giantitp.com/showthread.php?613031-Iron-Chef-Optimization-Challenge-in-the-Playground-CII).

That said, Battle Jump (Unapproachable East) is easier to use. Fewer prereqs and also only requires that you jump down 10 feet, not 20.

el minster
2020-06-22, 01:19 AM
Wow, now a jumplomancer can kill people not just score a +350 or whatever diplomacy check

Darrin
2020-06-22, 08:21 AM
Well, one way to get really high jump checks is to start with a thri-kreen, as they get a +30 racial bonus on jump checks. See my T'chub-t'chub (https://forums.giantitp.com/showsinglepost.php?p=18981080&postcount=23) build for an example, although I was using Mantis Leap there instead of Roof-Jumper. Still, he can make a 20' standing high jump without too much trouble. My roof-jumper in that thread was Thumpelina (https://forums.giantitp.com/showsinglepost.php?p=18984751&postcount=25), a flying drunk anthro baleen whale.

Battle Jump is badly written, so it's not clear if it's easy to qualify for (there are no humanoid inhabitants of the Taer region except for psychotic medium-sized giants that raging-murderhobo anything that makes them angry). It's also not clear how Battle Jump works, because it mentions ledges and charging but does not mention what sort of action you use to activate it. Roof-Jumper has some of the same problems, but it's not a campaign-specific regional feat. Regardless of which one you use, it's a good idea to make sure you talk things over with your DM so you're both on the same page with how they work in your particular game.