Kineticist Jolly Jumper


Rules Questions


While building an Aerokineticist, I came across the various jump-enhancing abilities.
Air's Leap gives always a running start to jump, adds 5 to
Acrobatics, jump twice as far or high as dice roll indicates,
accept 1 burn to double the distance.

So, at level 5, with Skill Focus and Dex 16, he has Acrobatics +14.

When rolling a 20 and accepting 1 burn, he will jump 156 feet. Give him Kinetic Leap, he'll even get as far as 196 feet.
5 Levels later, his maximum jumping distance will be 256 feet... this is quite interesting.

But... then there is this:

Acrobatics wrote:
No jump can allow you to exceed your maximum movement for the round.

How do I interpret the rules?

    1. Jump distance is maximum movement. What is maximum movement? 30 (one move), 60 (two moves) or 120 (one run)? (At level 5, even when rolling a 1 he may jump 120 feet.)
    2. Specific trumps General, so can he jump more than the Acrobatics skill allows?

    If he jumps distance X, what kind of an action is it? Move, standard, full?

If it's 1. then the infusion and the feat are useless. On the other hand, if it's 2. it's absolutely overpowered.

How do you see this?

Designer

Remember: high jumps go 1/4 as far as long jumps.


Ok, so at level 10, the maximum high jump distance is 64 feet.
That would be more than twice his normal move distance. (With a Take 10, the high jump would still be 54 feet.)
Even at level 5, a high jump of 30 feet could be accomplished with a Take 1...

Designer

For this kind of build, I recommend getting some extra movement speed. Not only does even a humble longstrider wand give you enough movement to take advantage of your full roll, there, it even gives another +4 on the check, so there's good synergy. If not, if you roll high enough to move the maximum distance without doubling the second time, you can save accepting the burn, which is pretty useful.


But is it restricted by acrobatics or not?


Mark Seifter wrote:
For this kind of build, I recommend getting some extra movement speed.

So... do I read this correctly, it is 1? The Infusion (and the Feat) are useless, unless you spend money on magic items or invest in more feats or dip into other classes to get longstrider, or run, or whatever? (and even get a +4 bonus I wouldn't need...)

Mark Seifter wrote:
...if you roll high enough to move the maximum distance without doubling the second time, you can save accepting the burn, which is pretty useful.

Air's Leap will double the distance if you accept burn. Kinetic leap will give you the +10 bonus all day if you accept burn. I'd say it is pretty useful. Unless you can't use it.


remember you can't jump further then your base speed which i found out and was saddened by it.


jonhl1986 wrote:
remember you can't jump further then your base speed which i found out and was saddened by it.

No, you can't jump further than your "maximum movement."

I would look at this the other way around.

Say you are unarmored and unencumbered, with a speed of 30.

If you jump 30', you used a move action. If you jump 60', you used a double move action. If you jump anything more than 60' but less than 120', you used the Run action. If your skill check get more than 120', you only jump 120' as that is the "maximum" you can move in the round.

Anything that modifies speed will modify these distances. Armor and encumbrance will decrease them. Speed enhancers or the Run feat will increase them.


So at 10th level, light/no armor and unencumbered, 10th level aerokineticist with Boots of Striding and Springing and the Skill Focus and Run feats.

10 ranks + 10 KL + 10 AL + 5 boots + 4 speed + 6 focus + 3 Dex= +48 jump (using swift action, no burn)

On a roll of 2, he would have a 100' long jump or 24' high jump standing still. Taking 1 burn would double that to 200' and 50', respectively.

(You could also take 1 burn to avoid needing the swift action for the rest of the day).

A move action would let you jump 40', full round 80', and run 200'.

On a 2.


Samasboy1 wrote:

If you jump 30', you used a move action. If you jump 60', you used a double move action. If you jump anything more than 60' but less than 120', you used the Run action. If your skill check get more than 120', you only jump 120' as that is the "maximum" you can move in the round.

Anything that modifies speed will modify these distances. Armor and encumbrance will decrease them. Speed enhancers or the Run feat will increase them.

I like that approach (which makes Air's leap useful), but I don't think that it's supposed to be RAW.


Jumping isn't an action in itself, it is part of another action.

So what action is it a part of....movement actions (move, double move, or Run) as you are moving.

Like any movement, you declare your action and how far you want to move (jump). You just add an Acrobatics check to make sure to cover the distance and don't fall/land prone.


I see... seems logical.
Would be nice if a designer could confirm it.


Something to bear in mind. Air's Leap is a 1st level wild talent. Should it be better or worse than Wings of Air, a 3rd level wild talent?


Fly is a 3rd level wizard spell, which allows you to fly. Wings of Air is a 3rd level infusion which allows you to fly, only better.

Jump is a 1st level wizard spell, which allows you to jump. Air's Leap is a 1st level infusion which allows you to jump, only better.

And while we're at it: jump gives a +30 enhancement bonus to the acrobatics skill check at 9th level, so you could easily come to a result of 60. How far can you jump with it?

(I want my kineticist to stand on the edge of a 100-ft-chasm, mumble "I can do this", and jump; roll for a result of 116 ft and land on the other side, not fall down after 30 feet.)

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Kineticist Jolly Jumper All Messageboards

Want to post a reply? Sign in.