Kobold Devilspeaker

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So, the way I read it, there's the unmodified 'Leap basic action', that requires no Athletics check, takes one Action, and allows you to do one of two things: (1)Horizontal 'Leap' - Jump up to 10 feet horizontally if your Speed is at least 15 feet (or up to 15 feet horizontally if your Speed is at least 30 feet), or (2) Vertical 'Leap' - jump up to 3 feet vertically and 5 feet horizontally, onto an elevated surface.

The Powerful Leap feat upgrades your 'Leap basic action', increasing your Vertical 'Leap' to 5 feet vertically and 5 feet horizontally (maybe 10 feet horizontally, depending on how you parse the comma) without requiring a check, or allowing you to jump up to 15 feet horizontally if your Speed is at least 15 feet (or up to 20 feet horizontally if your Speed is at least 30 feet) without requiring a check.

High Jump and Long Jump are Athletic skill checks that reference or modify the 'Leap basic action', dependent on success or failure, and take an additional Action to perform. If you Fail or Critically Fail, you Leap normally (perform the 'Leap basic action'), Leap then fall prone, or fall prone without Leaping; If you Succeed, you increase your maximum vertical jump height to 5 feet/increase your maximum horizontal jump distance to X feet (whatever the successful check result was), and a Critical Success increases this even farther for the High Jump.

It looks like Powerful Leap is mainly a hyper-Assurance/Action-Economy boost for the High Jump skill check, while Quick Jump is an Action-Economy boost for when you *have* to attempt a check to overcome a challenge; A DC 30 Athletics check won't be able to be made with Assurance until level 14 (with Master Athletics, to boot), while a character with Powerful Leap can pull this off at level 2, Expert Athletics, and no check needed!

I can't speak for the developers, but I'm guessing the reason a lot of feats modify things *to* a certain number, rather than *by* a certain number, is to prevent stacking shenanigans; Whether this is a Pro or Con of the system is a matter of opinion.


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Ssalarn, I've been watching your other thread about the Vigilante, and was wondering what an Akashic archetype for the Vigilante would look like. Any thoughts?


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Lilith wrote:
Soooo clooooose.

Right? I'm biting my nails over here...remember to spread the word on social media, as Brother Fen did on Sunday!


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The Nexus certainly earns its place alongside the current Akashic classes, even in its early Playtest state...I love the synergy between the various veils in the Convergence 'packages', and with every new veil available to at least one of the other Akashic classes, it greatly expands the playstyle options of those classes!

As an example, the original Vizier veil selection leaned the class slightly towards evil characters; Two of the five Vizier-exclusive Ring slot veils have the evil descriptor, as well as the Vizier exclusive Heart of the Wight, while the only Vizier veil with the good descriptor is the Loyal Paladin's Spear of Light...this is remedied by five of the ten new veils associated with the Heavens being open to Viziers.

In closing, you knocked it out of the park again, Ssalarn...to everyone else, if you haven't backed the amazing City of Seven Seraphs kickstarter yet, you definitely should!


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Ssalarn wrote:


Btw, if you haven't heard yet, my Nexus base class will be available this week in closed playtest for .pdf level and higher backers of City of Seven Seraphs. That's a new planar themed akashic base class with 50 new veils, including support for all 3 original akashic classes. Additional information here and here.

I am so excited for the Nexus playtest, any more info on when it will be sent to backers?