Leaping over Buildings? No Problem! - The Acrobatic Build


Advice

Scarab Sages

With all these wizards and sorcerers fly around and such, sometimes you want to say, "I just want to jump that chasm, from the bottom of the chasm!"

Ninja 2 / Kineticist 2
Here are the main essentials of the build:

Ninja - Acrobatic Master Ninja Trick, High Jumper Ninja Trick

Acrobatic Master wrote:
As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
High Jumper wrote:
When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.

Kineticist - Kinetic Leap Feat, Air's Leap Utility Wild Talent

Kinetic Leap wrote:
Once per day as a swift action, you can conjure a burst of energy from your kinetic blast to help you jump a long distance, adding a +10 bonus on your Acrobatics check to jump; if you have at least 10 ranks in Acrobatics, the bonus increases to +20. By accepting 1 point of burn, you can use this ability at will until your burn is removed.
Air's Leap wrote:
You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

Equipment:

Silver Spindle Ioun Stone wrote:
This stone grants you the ability to use a 1st-level spell from the cleric, druid, or sorcerer/wizard spell list as a spell-like ability three times per day, using your character level as your caster level. The spell keyed to the ioun stone is selected by the stone’s creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or higher. The save DCs of the chosen spell are Charisma-based, if any.
Quarterstaff of Vaulting wrote:

This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4.

In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent’s head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity.

Now let us do some base calculations:

- Using Acrobatics to do a High Jump is normally the number of feet x4. With the Quarterstaff of Vaulting, it is reduced to x3.
- The High Jumper Ninja trick reduces the DC of any high jump by half. The x3 is now a x1.5, so a 50 ft jump will be a DC 75.
- Air's Leap automatically makes any Acrobatics check doubled, quadrupled if you take a point of burn. So a check of 25 can be 50 (100 if you take a point of burn).
- Kinetic Leap can be up to +20 at Level 10. Take the point of burn to make the bonus all day.
- Acrobatic Master can give you an additional +20 to any Acrobatics check.
- When purchasing the Silver Spindle Ioun Stone, apply the Jump spell to it. Jump gives you an additional +10/+20/+30 at Level 1/5/9.

So if you used all that is stated before at Level 10:

DC - Feet x1.5
Acrobatics check:
d20 - Base
20 - Kinetic Leap
30 - Jump
20 - Ki Point
5 - Quarterstaff of Vaulting
10 - Acrobatics 10
=
(d20+85)x2 (x4 if you use another point of Burn)

Before Dexterity Modifiers and other stuff like Acrobatic Feat, racial traits, traits, and movement speed, you will have a High Jump Arcobatics check of 174 (348 with an additional point of Burn). This means that you can sucessfully jump to a ledge 115 feet up (230 with the point of Burn) on a roll of 1.

Now you have a few options to choose that you might have fun with.

- A Zen Archer monk to gain High Jump (bonus to Acrobatics equal to Monk Level) to jump to the top of the temple and pick someone off from the ground floor.
- A Tetori Monk so that you can drag down that hapry from 75 feet in the air.
- A Plains Druid with Run Like the Wind, so 1/hour, you can double your run/charge movement, and then cast Cheetah's Sprint to multiply that by 10. So if you do a long jump, your bonus to a Long Jump is at least +160 from the bonus from above, and +260 for both Druid ability and spell triggering (with the double bonus from Air's Leap). Note that the Long Jump DC will still be x5.

A fun mechanic, but you can be creative when you can move practically anywhere. A Wizard attempting to fly up with their 60 ft fly speed can only move up 30, 60 if they double move. If can double move, you can do that Jackie Chan wall step jump and ascend the mountain in a single movement and twice the height.


I'm not 100% certain, but I think the maximum distance you can jump is limited by your movement speed. That is you can't jump farther or higher than your speed.


yup, jump movement is still limited by your land speed. At least your vertical jump. I'm not certain about high jumps.


Claxon wrote:
I'm not 100% certain, but I think the maximum distance you can jump is limited by your movement speed. That is you can't jump farther or higher than your speed.

Yeah, that's why monks normally win.


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Another use of acrobatics is to play a goblin and become all but immune to melee damage. See the Roll With It feat.


Cao Phen wrote:
With all these wizards and sorcerers fly around and such, sometimes you want to say, "I just want to jump that chasm, from the bottom of the chasm!"

Sounds interesting for sure.

Vigilante offers a speed increase and options to get more out of Acrobatics: No penalty with armor, full speed movement with it, attacking while moving through enemy's square.

Expeditious Retreat is a cheap way to increase land speed - no matter whether you invest a level into a caster or not (UMD, major magic rogue talent etc.). Even at CL 1 it lasts a full minute.


Can I suggest that you look at the rules for Falling Damage, and talk over the implications with your GM?

I'm currently running a Pathfinder character with a similar concept, except that I've currently only taken one level of Kineticist (Elemental Ascetic) and put the rest into the Unchained Rogue (Scout archetype). There's plenty of room for variance, but here's the basic skeleton of the build.

Key feats: Kinetic Leap, Sap Adept, Sap Master, Death From Above
Key equipment: Silver Spindle Ioun Stone (Expeditious Retreat), Boots of the Cat

***Combat***
As a practical matter, you want to start combat with enhanced speed (which not only adds to your Acrobatics bonus for jumps, but makes certain you can leap far enough to wreck enemies across the map, as noted earlier). A Scout Rogue gets to treat any charge attack as if the enemy was flat-footed for the purpose of Sneak Attack damage. Sap Master then doubles your Sneak Attack dice on a charge, and Sap Adept adds an additional damage bonus. You're proficient with Unarmed Strikes (for non-lethal) and you can use Kinetic Fist for free (adding 1d6, minimum). You are allowed to make a jump during your charge.

On turn one, charge the enemy whose day you want to ruin (jumping over enemies/allies that might otherwise be in your way as necessary, so you'll virtually always have a clear charge line thanks to your ridiculous vertical leap). Attack by elbow-dropping him from 30ft above. Death from Above should net you a +5 to hit. Then, not only should you be your Kinetic Fist Sneak Attack damage + Dexterity, but to add insult to injury, you should both take an extra 3d6 from falling damage (irrelevant to you because of your Acrobatics score + Boots of the Cat). Plus, rogue gives you a bunch of fun skills to use when a one-man aerial bombardment isn't strictly speaking necessary.

Tactically, this allows you to act as a striker that can target squishy enemies hiding in the back lines. Thematically, you can sucker punch a flying wizard, and isn't that why we all play this game?

Sovereign Court

So, I have 1 rank in acrobatics (class skill) and 10 dex. I am level 1.
+1 Rank
+3 Class Skill
+0 Dex
I have 2 PP so I spend it on a wand of Cheetah's sprint and for the sake of the argument, lets say its on my list.
Why Cheetah's Sprint? It increases my speed and specifically calls out that it affects jumping distance.
+108 from speed increase.

1d20+112 jump check.

Do I win?

Add in pummeling charge and full attack someone from 300 ft away.

Scarab Sages

Firebug wrote:

So, I have 1 rank in acrobatics (class skill) and 10 dex. I am level 1.

+1 Rank
+3 Class Skill
+0 Dex
I have 2 PP so I spend it on a wand of Cheetah's sprint and for the sake of the argument, lets say its on my list.
Why Cheetah's Sprint? It increases my speed and specifically calls out that it affects jumping distance.
+108 from speed increase.

1d20+112 jump check.

Do I win?

Add in pummeling charge and full attack someone from 300 ft away.

Unfortunately, using a wand is a standard action.


A house rule that I have seen for super jumps is that the distance traveled in a jump can't exceed your max movement for a round, but if you rolled more leaping distance than you have Move, you just have to keep spending move actions until you make up the difference.

So if your max move in a round is 60' and somehow you roll 75', then you just come down on a move action next turn with a standard left over. Of course, you also have to plot your landing in advance too since you probably aren't a guided missile.


Worth noting is that both Kinetic Leap and Acrobatic Master consume swift actions. While spending burn lets you use Kinetic Leap at will rather than once a day, that doesn't change that it's a swift per acrobatics attempt.

Sovereign Court

Cao Phen wrote:
Unfortunately, using a wand is a standard action.

So add in a cracked vibrant purple prism ioun stone(or three) or use a level of hunter or something. Swift action for 108+ bonus on the check is likely better then any other swift option.

Sovereign Court

Correction, ioun stone is out as well, minimum standard action.

So class with cheetah sprint on list and possibly pearls/runestones to refresh.

Silver Crusade

Dont forget your mandatory Akitonian blade
It triples the result of any acrobatics check to jump as long as you wield it!

Did I win?

Scarab Sages

Richter Harding wrote:

Dont forget your mandatory Akitonian blade

It triples the result of any acrobatics check to jump as long as you wield it!

Did I win?

That is an impressive find. Now how would that work when you want to have both the sword and quarterstaff benefits. Would you need both hands to effectively gain the bonuses from the quarterstaff, or would you need something like the Quarterstaff Master feat to use it one-handed?


The Boots of Striding and Springing gives +10' speed [helps with max distance] and +5 Comp on Acrobatics.
Since more speed gives +4 per +10', that makes it effectively +9 to jumping. I think it is better than the staff, although that 3X DC could change things. However, with the Akitonian blade, you free up a hand over the staff, and can use the boots also. If you can customize magic items, you can change the blade to some other weapon not wielded by a hand, or even double up on the staff.

Check out Aerial assault - awesome concept, potentially impractical? for a build that gets >200. Someone posted an idea that could bump that to >300.

Orthos wrote:
I have a dwarf in desperate need of ground-to-air assault capability. >=)

/cevah

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