Talk:Tome of Prowess (3.5e Sourcebook)/Jump

Exception?
The first chapter says an exception to the skill bonus rules exists for Jump, and is discussed on this page. I don't see any discussion of that on this page, though. Surgo 15:51, 2 July 2012 (UTC)


 * It was an exception for class features that doubled jump distance, replacing that class feature with a +8 competence bonus to Jump. I'm not sure I still want to do it though, and may write that exception out. - Tarkisflux Talk 16:28, 2 July 2012 (UTC)


 * And decided to write it out. - Tarkisflux Talk 16:37, 2 July 2012 (UTC)


 * Got it. I was wondering how the new jump rules would interact with, say, my Dragoon, but not being able to stack a ton of bonus d6s is probably a good thing (especially when you already get a critical threat anyway). Surgo 16:57, 2 July 2012 (UTC)


 * Well, they would have 14 ranks by the time they got killer jump and already have access to the Atlas jump ability, but the class gives most of it and a better height calculation already anyway. They could take 10 on it though, which is potentially useful. Since I would assume them to have a decent (min 20) Str and a competence bonus item, that puts their base checks in the +22 range. That gives them an average / auto jump of +7d6 (10+22=32 = 70'), a max of about 28d6 on a good roll (20+22=42 = 280') and a minimum of +2d6 (1+22=23 = 26'). So they get to deal piles of damage if they roll well, and not so much if they don't. Their damage scales pretty fast too, with the high end gaining an extra +4d6 with every extra point in jump, and that is going to push the average up pretty quickly. Strength boosts would be really really good for them.


 * For actual ToP use, I'm not sure what changes I'd make. You could pull the high jump calculation part from Jump Good, since it's already included in the jump skill and they have 14 ranks by that point, but then their take 10 jumps would be at half height (can't use leap of winds with take 10 for a few more ranks) so I probably would leave it. I'm not really worried about their bonus damage since it isn't really substantially larger than a flask rogue, it's all or none, and it's only every 1d4 rounds. Even with the scaling I'm not worried about it.


 * The larger problem is the really large variability here, so I'd either let them take 12/15 with jump checks instead of 10 (in general or specifically for Killer Jump, either is fine IMO) or give them some extra base damage on the Killer Jump. - Tarkisflux Talk 18:19, 2 July 2012 (UTC)