| Defade |
Out of all the champion abilities, Aerial Assault has to be my absolute favorite in terms of flavor. A character jumping impossibly high to take down a smug wizard gloating 50 feet above the ground, introducing said wizard's face to the gravel - that's certainly something only mythic characters can do.
However, the core rulebook has laid down the DCs for high jumps as roughly the amount of feet you want to jump x 4. A champion 10 gets a 100 circumstance bonus to his acrobatics modifier, and even if we assume his base acrobatics modifier to be a generous +30, that still puts his average roll at 1d20 + 130 = roughly 140. That's 35 feet on average, which translates to about 3d6 extra damage to your attack, or 1d6~2d6 damage to opponents you drag down from the air. At mythic tier 10, when characters are practically demigods, both this extra damage and jump height seems rather non-sequential, especially since it requires one use of your mythic power.
Of course, being able to cover 140feet in horizontal distance is pretty mythical, but I don't think that's quite the point of this ability. :)
Thoughts?