I like this. I did consider using Fleet of Foot/Psionic Charge to fly straight up and then fly straight down on a charge, but I've already tried that for a few Battle Jump builds, such as Thumpback. But 4500' seemed like overkill for falling object damage, and there are some severe rules issues with falling object damage... such as a Ref save DC 15 ruining the whole thing, and discrepancies between the max falling object damage in the SRD and the Rules Compendium.
Originally Posted by Macabaret
But Roof-Jumper gives me what I was looking for: Xd6 damage based on the distance moved, and 449d6 averages out to 1571 damage, which is pretty impressive for a killshot. There are some issues with conflating flying straight down with the terms "leap down" and "drop", but Roof-Jumper never explicitly requires a Jump check, nor does it define "drop" as being the same as falling. Can I use Roof-Jumper to fly 4500' straight down, stopping in the square directly above my opponent, without ever falling? If so, then there's no need to calculate or worry about falling damage, and the inadequacies of the aerial movement rules work in your favor here. Despite moving at Mach 1.48, undergoing a 180-degree turn with enough Gs that would probably rip molecules apart, and coming to an abrupt stop only 5' away from becoming a roadpizza, you can fly happily away the next round without worrying about your momentum or speed from the last round.
This might look something like:
1. Druid 1. Feat: Sacred Vow.
2. Fighter 1. Bonus: Dodge.
3. Fighter 2. Feat: Vow of Purity. Bonus: Mobility.
4. PsyWar 1. Bonus: Speed of Thought.
5. PsyWar 2. Bonus: Psionic Charge.
6. Swanmay 1. Feat: Run.
7. Fleet Runner 1.
8. Fleet Runner 2.
9. Fleet Runner 3. Feat: Fleet of Foot.
10. Fleet Runner 4.
11. Fleet Runner 5.
12. Fleet Runner 6. Feat: Cheetah's Speed.
13. Fleet Runner 7.
14. Fleet Runner 8.
15. Fleet Runner 9. Feat: Roofwalker.
16. Fleet Runner 10.
17. Swanmay 2.
18. Swanmay 3. Feat: Roof-Jumper.
19. Swanmay 4.
20. Swanmay 5.