Skill Feat: Leap of the Heavens
Moderator: Moderators
Skill Feat: Leap of the Heavens
Leap of the Heavens (Skill)
“You can fly?!” “No. Jump good.”
0 ranks: You gain a +3 bonus on Jump checks.
4 ranks: You’re always considering running for the purposes of a long jump and and your armor check penalty does not apply to Jump checks. Additionally, your base speed increases by 10 feet for every 5 ranks you have in Jump.
9 ranks: You're immune to falling damage. Additionally, as a swift action, you gain a Fly speed (average maneuverability) equal to the result of your Jump check (rounded to the nearest increment of "5 feet") or your base land speed if that's higher. This effect lasts for one round, and you must end your movement in a different square from where you began. You must be positioned on a solid object in in order to use this ability (can't jump again in the air), and you begin falling if you end your movement in the air.
14 ranks: You’re immune to falling damage. Once per round, as an immediate action, you can roll an opposed Jump check against an enemy’s attack roll. If you succeed, the attack misses and you can jump a distance equal to the result of your Jump check (rounded to the nearest increment of "5 feet") or your base land speed in the direction of your choice.
19 ranks: You gain total concealment (50%) against all attacks for one round after you make a Jump check.
Jump quickly becomes a useless skill in 3.X by the time the party has access to flight. It's a shame that noncaster classes are very limited in their forms of movement without access to spells and magic items. This feat is intended to give the user increased mobility and combat potential, easily leaping across the battlefield like a Wuxia film star.
So, what's your assessment of the feat? Too weak, too gimmicky? Where can I improve on it?
“You can fly?!” “No. Jump good.”
0 ranks: You gain a +3 bonus on Jump checks.
4 ranks: You’re always considering running for the purposes of a long jump and and your armor check penalty does not apply to Jump checks. Additionally, your base speed increases by 10 feet for every 5 ranks you have in Jump.
9 ranks: You're immune to falling damage. Additionally, as a swift action, you gain a Fly speed (average maneuverability) equal to the result of your Jump check (rounded to the nearest increment of "5 feet") or your base land speed if that's higher. This effect lasts for one round, and you must end your movement in a different square from where you began. You must be positioned on a solid object in in order to use this ability (can't jump again in the air), and you begin falling if you end your movement in the air.
14 ranks: You’re immune to falling damage. Once per round, as an immediate action, you can roll an opposed Jump check against an enemy’s attack roll. If you succeed, the attack misses and you can jump a distance equal to the result of your Jump check (rounded to the nearest increment of "5 feet") or your base land speed in the direction of your choice.
19 ranks: You gain total concealment (50%) against all attacks for one round after you make a Jump check.
Jump quickly becomes a useless skill in 3.X by the time the party has access to flight. It's a shame that noncaster classes are very limited in their forms of movement without access to spells and magic items. This feat is intended to give the user increased mobility and combat potential, easily leaping across the battlefield like a Wuxia film star.
So, what's your assessment of the feat? Too weak, too gimmicky? Where can I improve on it?
Last edited by Libertad on Sat Jul 21, 2012 11:53 pm, edited 13 times in total.
I have a problem with 9 and 14.
The way jump DCs scale, it's easy to exceed your base land speed on a jump check.
You should reward people for that by giving them a fly speed equal to the distance they can jump on that check, or the base land speed if that's higher.
Same for 14, you should let them jump the distance of their check, not the base land speed.
The way jump DCs scale, it's easy to exceed your base land speed on a jump check.
You should reward people for that by giving them a fly speed equal to the distance they can jump on that check, or the base land speed if that's higher.
Same for 14, you should let them jump the distance of their check, not the base land speed.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
Changed!
You can move a speed equal to the result of your check, rounded to the nearest increment of "5 feet" for consistency. For example, a result of 23 for Flying would count as a Fly Speed of 25 feet. I'm wondering if it would just be simple to round up or down. What do you think?
Any other problems you've spotted?
You can move a speed equal to the result of your check, rounded to the nearest increment of "5 feet" for consistency. For example, a result of 23 for Flying would count as a Fly Speed of 25 feet. I'm wondering if it would just be simple to round up or down. What do you think?
Any other problems you've spotted?
Last edited by Libertad on Thu Jun 14, 2012 10:42 pm, edited 2 times in total.
Part of it aren't bad. Someone else wrote up a Jump feat.
Like so.
I'd put Iaimeki's rank 19 as your rank 9. The rank 9 could be your rank 14--I dunno on that one. Your rank 4 is fine, I think. I don't thin the rank 19 fits, UNLESS you were flying. Your rank 14 isn't too bad, though, though the wording seems a bit wonky to me. I'll think on it a bit.
Like so.
If we stack your feat with this feat, we might get something worth taking there.Leap of the Heavens [Skill]
You jump good. (This is a Skill feat that scales with your ranks in Jump.)
Benefits: The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +4 bonus on the check. You can hop up (see the Jump skill description) onto any object shorter than your height without a Jump check.
4: You don't take falling damage, though you can still take damage if something falls on you.
9: You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge.
14: If you succeed a DC 40 Jump check as a swift action, you gain the benefits of fly for one round.
19: For every five ranks you have in Jump, your movement speeds increase by 10'. (This also increases your Jump checks, as usual.)
I'd put Iaimeki's rank 19 as your rank 9. The rank 9 could be your rank 14--I dunno on that one. Your rank 4 is fine, I think. I don't thin the rank 19 fits, UNLESS you were flying. Your rank 14 isn't too bad, though, though the wording seems a bit wonky to me. I'll think on it a bit.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
I'm serious, but I had no idea that Iameki's title and flavor text would so closely match my own. I probably read his skill feat somewhere else earlier and forgot the source.
Thanks for the reply.
I was considering applying the option to be able to "take 10" on my rank 9 ability (rolling a check every round to see how far you can fly can get tedious). I also thought of specifying that the user must be in contact with a solid object not on their person in order to use it (it's not "true flight," but a character can do things like wide wall jumps, fly into the air and hit a dragon with unarmed and jump again, etc.).
But if it gets bumped up to rank 14, then true flight isn't much of a problem; a Planetouched character gets Wings of Good/Evil, while an 11th level Wizard can cast an extended overland flight to be airborne 22 hours.
Regarding Iameki's implementation, I think that ignoring difficult terrain wouldn't be appropriate at rank 14; a Druid can get an equivalent effect at a much lower level.
Thanks for the reply.
I was considering applying the option to be able to "take 10" on my rank 9 ability (rolling a check every round to see how far you can fly can get tedious). I also thought of specifying that the user must be in contact with a solid object not on their person in order to use it (it's not "true flight," but a character can do things like wide wall jumps, fly into the air and hit a dragon with unarmed and jump again, etc.).
But if it gets bumped up to rank 14, then true flight isn't much of a problem; a Planetouched character gets Wings of Good/Evil, while an 11th level Wizard can cast an extended overland flight to be airborne 22 hours.
Regarding Iameki's implementation, I think that ignoring difficult terrain wouldn't be appropriate at rank 14; a Druid can get an equivalent effect at a much lower level.
Last edited by Libertad on Wed Jun 20, 2012 5:00 am, edited 6 times in total.
14 of this is wrong dumb bad. It should be DC 30, not DC 40 so as not to require you to roll a goddamn 26 on a d20 to activate it.Maxus wrote:Part of it aren't bad. Someone else wrote up a Jump feat.
Like so.
If we stack your feat with this feat, we might get something worth taking there.Leap of the Heavens [Skill]
You jump good. (This is a Skill feat that scales with your ranks in Jump.)
Benefits: The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +4 bonus on the check. You can hop up (see the Jump skill description) onto any object shorter than your height without a Jump check.
4: You don't take falling damage, though you can still take damage if something falls on you.
9: You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge.
14: If you succeed a DC 40 Jump check as a swift action, you gain the benefits of fly for one round.
19: For every five ranks you have in Jump, your movement speeds increase by 10'. (This also increases your Jump checks, as usual.)
I'd put Iaimeki's rank 19 as your rank 9. The rank 9 could be your rank 14--I dunno on that one. Your rank 4 is fine, I think. I don't thin the rank 19 fits, UNLESS you were flying. Your rank 14 isn't too bad, though, though the wording seems a bit wonky to me. I'll think on it a bit.
For a minute, I used to be "a guy" in the TTRPG "industry". Now I'm just a nobody. For the most part, it's a relief.
Trank Frollman wrote:One of the reasons we can say insightful things about stuff is that we don't have to pretend to be nice to people. By embracing active aggression, we eliminate much of the passive aggression that so paralyzes things on other gaming forums.
hogarth wrote:As the good book saith, let he who is without boners cast the first stone.
TiaC wrote:I'm not quite sure why this is an argument. (Except that Kaelik is in it, that's a good reason.)
- RadiantPhoenix
- Prince
- Posts: 2668
- Joined: Sun Apr 11, 2010 10:33 pm
- Location: Trudging up the Hill
Hey dumbass, your jump skill modifier is not your ranks + nothing.Schwarzkopf wrote:14 of this is wrong dumb bad. It should be DC 30, not DC 40 so as not to require you to roll a goddamn 26 on a d20 to activate it.Maxus wrote:Part of it aren't bad. Someone else wrote up a Jump feat.
Like so.
If we stack your feat with this feat, we might get something worth taking there.Leap of the Heavens [Skill]
You jump good. (This is a Skill feat that scales with your ranks in Jump.)
Benefits: The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +4 bonus on the check. You can hop up (see the Jump skill description) onto any object shorter than your height without a Jump check.
4: You don't take falling damage, though you can still take damage if something falls on you.
9: You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge.
14: If you succeed a DC 40 Jump check as a swift action, you gain the benefits of fly for one round.
19: For every five ranks you have in Jump, your movement speeds increase by 10'. (This also increases your Jump checks, as usual.)
I'd put Iaimeki's rank 19 as your rank 9. The rank 9 could be your rank 14--I dunno on that one. Your rank 4 is fine, I think. I don't thin the rank 19 fits, UNLESS you were flying. Your rank 14 isn't too bad, though, though the wording seems a bit wonky to me. I'll think on it a bit.
It's Ranks + Str modifier + Items + 4 per 10ft faster than 30ft.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
- Duke Flauros
- Journeyman
- Posts: 168
- Joined: Sat Jun 30, 2012 5:28 am
Needs a way to prevent jump damage. 10d6 isn't life threatening for a high-level character, but it does weaken the feat considerably.
Niao! =^.^=
Mike Mearls wrote:“In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’” “But there’s other ways to play guitar.” “D&D is like the wardrobe people go through to get to Narnia,” “If you walk through and there’s a McDonalds, it’s like —’this isn’t Narnia.’”
Tom Lapille wrote:"As we look ahead, we are striving for clarity in both flavor and mechanics.""Our goal with most of the D&D Next rules is that they get out of the way of the action as much as possible."
Mike Mearls wrote:"Look, no one at Wizards ever woke up one day and said 'Let's get rid of all of our fans and replace them.' That was never the intent."
Incorporated some of Iameki's abilities (the speed increase for every 5 ranks) and changed the feat around.
You gain immunity to falling damage at 9 ranks, and the 19 ranks ability grants concealment against all attacks for 1 round after you make a Jump check.
Also added in some additional text to the 9 ranks ability that you must be positioned on a solid object in order to use the limited Fly ability.
You gain immunity to falling damage at 9 ranks, and the 19 ranks ability grants concealment against all attacks for 1 round after you make a Jump check.
Also added in some additional text to the 9 ranks ability that you must be positioned on a solid object in order to use the limited Fly ability.
Last edited by Libertad on Sat Jul 21, 2012 11:16 pm, edited 1 time in total.