Janni Strike and pounce


Rules Questions

Lantern Lodge

Tad bit of confusion here, just wanted to get this cleared up with someone else.

Player in the group is thinking of getting his animal companion Janni Strike, along with other needed feats (like Improved unarmed strike, feral combat, weapon focus etc...).

His idea is to maximize the benefit of Janni strike with his animal companions pounce ability.

First, what does it take to qualify the "jump" indicated?

Second: Would all of his animal companion's attacks (that are unarmed strikes) get the bonus from Janni Strike?

I looked around a bunch online and couldn't find it, and he want s asecond opinion. Thanks a bunch guys!


*rolls eyes* I've had a pc try this one in one of my games. Jumping as part of a charge means jumping off a ledge, jumping off a mount, jumping across a pit, jumping up to a balcony, jumping to hit a flying target more than 5 feet off the ground, etc. It does not mean merely hopping on flat level ground while charging to a target. I would qualify "jump" as anything that would require an acrobatics skill check.

Is the animal companion or the PC getting Janni Rush?

Lantern Lodge

it's the animal companion.

So you wouldn't agree with using the long jump rules under acrobatics then? Just do a long jump at your enemy?


There is absolutely nothing in the rules or errata that imposes any sort of requirements upon the jump part of Janni Rush at all. Not even any sort of Acrobatics check. However, the feat DOES specify that it doubles the dice of unarmed strikes as opposed to natural weapons. The closest existing parallel regarding whether this applies to all attacks would seem to be the ruling regarding the lance. Which, according to the errata, would only apply to the first appropriate attack.


The animal companion should be allowed to use pounce with Janni Rush.

If the long jump is across a chasm or river, I have no problem with the long jump/Janni Rush. If the long jump is across relatively flat, open land, I would not agree that this long jump is part of a charge.

This feat allows you to do something normal characters cannot do: "You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles)."

Lantern Lodge

Because of feral combat (one natural weapon becomes a unarmed strike for the purposes of feats, short to say this works with this), the AC does in fact have a unarmed strike.

If it helps, imagine a fury(?) totem barbarian gaining pounce.

The pounce lance thing was faulted at two points, first saying that's not possible (You don't charge on the back of a mount) and you lose your momentum advantage on the first attack.

If the charge benefits continue on each iterative attack from pounce, then janni strike should too (I honestly don't know if it does).


Shadowdweller wrote:
There is absolutely nothing in the rules or errata that imposes any sort of requirements upon the jump part of Janni Rush at all. Not even any sort of Acrobatics check.

Correct, but the rules do specify that the charge must be "directly toward the designated opponent". Jumping moves you at least some fraction of an inch upwards - not directly towards the designated opponent. DMs can nit pick rules just like players can nit pick rules.

Back to Frodo, I'd ask your DM to rule on this one. Some would allow it/ others won't.

Grand Lodge

The Charge/Jump issue should be answered.

It is valid FAQ.

Lantern Lodge

I am the DM, trying to determine whether I should let my player's animal companion get the equivalent to vital strike on 2 hits every charge at the charge of 3-4 feats (although not totally wasted feats). I want to stay by the RAW as much as possible :(.


Does the animal companion have vital strike? Vital strike and pounce do not stack :/


Mapleswitch wrote:

The animal companion should be allowed to use pounce with Janni Rush.

If the long jump is across a chasm or river, I have no problem with the long jump/Janni Rush. If the long jump is across relatively flat, open land, I would not agree that this long jump is part of a charge.

This feat allows you to do something normal characters cannot do: "You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles)."

Hmm. What exactly is different about jumping across a chasm as opposed to jumping across a flat bit of land? It's the same motion--only the penalty for failure is different. There's no rules support for your stance, and it doesn't really maintain verisimilitude nor balance, so why rule this way?

Lantern Lodge

It's the equivalent... meaning it doesn't have it but it's close to having it.


blahpers - first off, <3 the pig. second, the statement earlier was to show that people can pull out different parts of the rules to justify what they are trying to justify - not to declare one side as right and the other as wrong.


on the side i was trying to justify, jumping across the chasm is the most direct path to the opponent. The height of this jump is a constant. However, jumping while not avoiding an obstacle would add extra distance between the pc and the opponent, making it a less effective maneuver than just running at the target.


: D

I get what you're saying, and it fits the letter of the rules--sort of. The jump doesn't actually add distance for tactical purposes, at leasts not explicitly. Going off straight RAW, nothing prevents a player from charging twice their move rate even with an included long jump. But a reasonable argument can be made that such an action was no longer the most direct route.

Still, the fact that it's literally the same action with or without the pit leaves me unable to rule that the lack of a pit would somehow penalize the character. I'd feel pretty lame trying to explain that to a player.

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