Check out the Aerial Assault path ability: "Aerial Assault (Su): You can charge at creatures in the
They made height equivalent to distance as a choice, with an Acrobatics check, but then gave damage for the height. So you could infer you normally don't travel high enough to earn that damage on a leap.
blackbloodtroll wrote:
A horizontal long jump would work for a kung fu master. Interesting there's no set rule.
"Conduit of Divine Will (Su) Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists (as long as you can normally prepare a spell of that level.) Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier." This doesn't say "your channel energy ability" or "when you use lay on hands" or "you must have the lay on hands class feature". Am I correct in reading this as a divine endowment of channel energy and lay on hands on a character such as a mythic monk?
Google "Mary Rose shipwreck" to see why the guy in charge of cannons has got to know something about how they affect the handling of the ship. Then there's the whole issue about handling black powder on board. Knowledge (Engineering) would tell you how much weight you need to throw a 500-lbs block 400 feet over a 50 foot wall. But what skill tells you that 400 feet is within arrow range of the yard behind the wall, or within reach of a cavalry charge through the gate? Such things are abstracted in any combat system. Instead of letting you lose catapults through a complicated raiding system until you personally learned what you're doing, they abstracted it. You can't operate a heavy catapult at all, unless you buy the experience to use them reliably. The price, skill points, forces you to choose the experiences of a Siege Engineer over experiences behind other skill ranks.
Tonyz pretty much nailed it. Captain Kidd sailed a masted sailing ship with oars on the top deck, it's called a sloop. But it was built from the keel up to do that. Would take an expert retrofit in real life to add oars. If you space the oarlocks wrong, then the ship will not steer straight. But the reason Kidd did that was to have a boat that could move without wind. What most future captains did when calmed was lower rowboats and tow the ship. Very. Slowly. |