Posted: Tue Jan 27, 2009 10:42 am
I got bored, so I put together a Jump skill feat of my own, though it's more of a secondary jump feat when compared to the two already posted in this thread. Hopefully it's not weak against a flight culture.
Traceur [Skill]
You jump across rooftops and run along park railings, because you highly suspect it makes you look KICK ASS.
Jump ranks:
0: You gain a +3 bonus to your Jump checks.
4: If you deliberately jump or fall 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. 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. Treat any jump or fall as 20 feet shorter than it actually is.
9: While moving you can traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall, taking damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
14: 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 2d6 points for every 10 feet of distance beyond the first 10 feet, to a maximum of 20d6. You still take whatever damage you would normally take from the fall.
19: You can fall any distance without harm while within arm's reach of a wall or similar vertical surface.
EDIT: Feh, I'll also post my 'what hath I wrought' business, also from being bored. A slightly keyed down version of the tomes Blind-Fight feat, dependent on Listen, built for those persons who want to play a blind monk or whatever. It kind of goes against how expansive a tome feat should be, though it's still far more than anyone other than Daredevil could be expected to do. Just cut out the 'you're blind' and the prereq and tack on a '-Fight' to the name it's a Blind-Fight replacement, ta-dah.
Blind!
You've figured out how to punch people without having to see them.
Prerequisite: Must be taken at level 1.
Listen ranks:
0: You gain +4 to your Listen checks, and the ability to take 10 on any Listen check, regardless of your condition (save for dead, deafened, or unconscious). You can make one Listen check each round as a free action. Listen is always a class skill for you. Oh, yeah, AND YOU'RE BLIND.
4: In melee, you may reroll your miss chances caused by concealment. An invisible attacker gets no advantages related to hitting you in melee. You take only half the usual penalty to speed for being unable to see.
You can attempt a DC 24 Listen check to pinpoint the location of all creatures within 30 ft., as long as you have line of effect to them. Creatures attempting to move silently in range instead make an opposed Move Silently check with a +10 bonus. This check does not find incorporeal creatures.
When making Listen checks, you might learn more about the source of a noise.
9: You gain blindsight in a 5 ft. radius. You no longer take the penalty on Strength and Dexterity-based checks for not being able to see, nor suffer a movement penalty.
14: Your blindsight improves to a 30 ft. radius. You can extend the Listen check to pinpoint all creatures within 30 ft. to 90 ft., but the DC for the modified check is 34. You take no penalty to Search checks for not being able to see. You may ignore the chance to miss a target because of concealment.
19: Invisible ranged attackers do not get a bonus to hit you, and you may apply your dexterity to your armor class against them. You can no longer be caught flat footed.
Penalties taken due to blindness:
No Dexterity bonus to AC.
+2 to hit on any attacks made against you.
-4 penalty on most Strength and Dexterity-based checks.
-4 penalty on Search checks.
Automatic failure of Spot checks and similar abilities (such as reading).
Must make Listen checks to detect creatures. All creatures are considered invisible to you.
Even if pinpointed, a creature still has total concealment against you.
Cannot benefit from abilities such as precision damage bonuses.
Cannot use target spells except by touch.
Movement speed cut in half.
Adjusted blindness penalties beyond 19 Listen skill points:
Automatic failure of Spot checks beyond a 30 ft. radius and similar abilities (such as reading).
Must make Listen checks to detect creatures beyond a 30 ft. radius. All creatures beyond a 30 ft. radius are considered invisible to you.
Cannot benefit from abilities such as precision damage bonuses beyond a 30 ft. radius.
Cannot use target spells beyond a 30 ft. radius.[/b]
Traceur [Skill]
You jump across rooftops and run along park railings, because you highly suspect it makes you look KICK ASS.
Jump ranks:
0: You gain a +3 bonus to your Jump checks.
4: If you deliberately jump or fall 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. 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. Treat any jump or fall as 20 feet shorter than it actually is.
9: While moving you can traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall, taking damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
14: 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 2d6 points for every 10 feet of distance beyond the first 10 feet, to a maximum of 20d6. You still take whatever damage you would normally take from the fall.
19: You can fall any distance without harm while within arm's reach of a wall or similar vertical surface.
EDIT: Feh, I'll also post my 'what hath I wrought' business, also from being bored. A slightly keyed down version of the tomes Blind-Fight feat, dependent on Listen, built for those persons who want to play a blind monk or whatever. It kind of goes against how expansive a tome feat should be, though it's still far more than anyone other than Daredevil could be expected to do. Just cut out the 'you're blind' and the prereq and tack on a '-Fight' to the name it's a Blind-Fight replacement, ta-dah.
Blind!
You've figured out how to punch people without having to see them.
Prerequisite: Must be taken at level 1.
Listen ranks:
0: You gain +4 to your Listen checks, and the ability to take 10 on any Listen check, regardless of your condition (save for dead, deafened, or unconscious). You can make one Listen check each round as a free action. Listen is always a class skill for you. Oh, yeah, AND YOU'RE BLIND.
4: In melee, you may reroll your miss chances caused by concealment. An invisible attacker gets no advantages related to hitting you in melee. You take only half the usual penalty to speed for being unable to see.
You can attempt a DC 24 Listen check to pinpoint the location of all creatures within 30 ft., as long as you have line of effect to them. Creatures attempting to move silently in range instead make an opposed Move Silently check with a +10 bonus. This check does not find incorporeal creatures.
When making Listen checks, you might learn more about the source of a noise.
Code: Select all
Check beats the DC by: Extra information learned.
5 The the size and speed of the source of the noise.
10 The type of armor the creature wears and what it carries, if anything.
15 The creature’s type and subtypes.
14: Your blindsight improves to a 30 ft. radius. You can extend the Listen check to pinpoint all creatures within 30 ft. to 90 ft., but the DC for the modified check is 34. You take no penalty to Search checks for not being able to see. You may ignore the chance to miss a target because of concealment.
19: Invisible ranged attackers do not get a bonus to hit you, and you may apply your dexterity to your armor class against them. You can no longer be caught flat footed.
Penalties taken due to blindness:
No Dexterity bonus to AC.
+2 to hit on any attacks made against you.
-4 penalty on most Strength and Dexterity-based checks.
-4 penalty on Search checks.
Automatic failure of Spot checks and similar abilities (such as reading).
Must make Listen checks to detect creatures. All creatures are considered invisible to you.
Even if pinpointed, a creature still has total concealment against you.
Cannot benefit from abilities such as precision damage bonuses.
Cannot use target spells except by touch.
Movement speed cut in half.
Adjusted blindness penalties beyond 19 Listen skill points:
Automatic failure of Spot checks beyond a 30 ft. radius and similar abilities (such as reading).
Must make Listen checks to detect creatures beyond a 30 ft. radius. All creatures beyond a 30 ft. radius are considered invisible to you.
Cannot benefit from abilities such as precision damage bonuses beyond a 30 ft. radius.
Cannot use target spells beyond a 30 ft. radius.[/b]