Multiplying Similar Numbers


Rules Questions

Lantern Lodge

Planning a rather jumpy character, and I noticed that the following abilities and items could theoretically stack fully. Namely:

Ninja, High Jumper wrote:
When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC.
Akitonian Blade wrote:
When holding the blade, the wielder triples the result of any Acrobatics checks to determine how far she can jump.
Rod of Balance wrote:
additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check.

As you can see, the multipliers affect different parts of the calculation. Normally, a high jump would have the following calculation:

Feet jumped vertically = acrobatics check / 4

With the three listed abilities, I would argue that it becomes:

(1/2 feet jumped vertically) = (acrobatics check * 3) / (4 / 2)

(which turns into an awesome [distance = check * 3])

Any thoughts on why I could be wrong? Or do you think I have it right?


DCHighJump/2 From the HighJump Ninja

2*ResultAcrobaticsCheck from the Rod

3*ResultAcrobaticsCheck from the Blade

feet*4 = DC of high jump from Acrobatics Skill

If both those effects (Blade and Rod) stack, then you would multiply the result of your Acrobatics check by 5 and compare that number to half of the normal DC of the jump.

2RAC+3RAC=5RAC

So, you multiply the Acrobatics Check by 5 . If that number is equal to or greater than four times the height you're trying to jump, your skill check is successful

If you do the algebra, the number of feet you jump is 1.25 times the result of your Acrobatics check.

4*feet = 5*RAC
feet = (5/4)*RAC
feet = 1.25*RAC

Lantern Lodge

@CrystalSeas

I would have figured that since they are not affecting the same part of the equation, that they don't follow the same multiply rule as other calculations.

For instance, for a character two handing a weapon and criting, the equation is:

damage dealt = (weapon damage + str * 1.5) * 2.

The total strength damage contribution becomes 3x, not 2.5x


Ok, I see what you're saying. Plus, the rod appears to add +10 competence bonus when you make your Acrobatics check.

From Ninja
DC = (feet*4)/2
DC = feet*2

from Blade
actual result = 3(RAC+10) = Adjusted Result of Acrobatics Check (ARAC)

From Rod
3ARAC*2 = 6ARAC

DC ≤ ARAC

feet*2 ≤ 6ARAC

feet = 3ARAC

Yeah, if that's the case, then 3 times the adjusted result of your Acrobatics check is the distance you jump.

Lantern Lodge

Assuming that they stack, that's the main question :P.

EDIT: Well, now it is, as I just realized I left that out of the first post. \facepalm


along with the title of the thread being misnamed.

134*133 or 143*134 might be multiplying similar numbers. Multiplying non-similar numbers can cause round off errors and such on integer based systems when magnitudes are significantly different.

I think what you wanted was, "Do these similar bonuses from different sources for movement stack".


These all affect different aspects of the jump rules so should all apply. I wouldn't try and shortcut the maths though.
In order of operation:
half the DC (because ninja)
make the acrobatics check and triple it to determine your 'normal' jump distance (from blade)
double that distance (from rod)


dragonhunterq wrote:

I wouldn't try and shortcut the maths though.

In order of operation:
half the DC (because ninja)
make the acrobatics check and triple it to determine your 'normal' jump distance (from blade)
double that distance (from rod)

Why do three separate arithmetic operations when the outcome is identical if you use maths to combine them into a single equation?


with normal number maths multiply and divide are i think commutable (maybe not the write word - maybe another syllable or 2) that means it doesn't matter what order you do them in (not regarding rounding errors) as long as you divide by the right number - so 5*2*3/4 is the same as 5*3*2/4, both are 7.5 - so in your case it's acrobatics check*2*3/2 - which is indeed *3 as the *2/2 cancels out


Missed this:
ki pool At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

If you are under a Haste effect, your speed is +30' (usually).
Jumping-and-Falling states: Jump DC Modifiers
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet.

This translates to +12 racial bonus.

Jumping-and-Falling also states: Pole: If you use a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process).

ki pool also states: In addition, she can spend 1 point to increase her speed by 20 feet for 1 round.
This nets another +8 racial that stacks with haste since haste is an enhancement and the ki is an untyped bonus to speed.

High Jumper requires Acrobatic Master, which has a better use for a swift: One ki point nets +20 [untyped] on an Acrobatics check.

If you dip as a caster, you can even get Cheetah's Sprint, which gives you effectively *5 speed. [Since you can double move normally, getting 10*move is a *5 effect.] It does use your swift action.

The problem you run into is the maximum you can move in a round. That is what caps the acrobatics distance. Being able to jump 200 feet up by the check does not let you go past 60' if your speed is only 30'. Same for distance. My ninja at +29 had a minimum of 60' on a horizontal jump. Without some form of speed boosting, that was also his maximum.

/cevah

Lantern Lodge

@Cevah

This isn't too hard to overcome. A 1 level dip into barbarian would get +10 speed. Expeditious Retreat is a level 1 spell that is easily wandable. A swift action gives +20 from the ki pool (untyped). Thats 90 speed right there, which doubles to 180 feet. Falling damage maxes out at 200 feet.


That extra +60' generates a +24 racial to acrobatics for jumping.
With your multipliers, you quickly exceed the limit again.

Expeditious Retreat, Longstrider boots, and Haste are all enhancement bonuses to speed, so they don't stack.

If you are going to UMD a wand, go for Cheeta's Sprint, as it gives a better bonus. But remember, using the wand will still be a standard.

/cevah

Lantern Lodge

It's a better bonus, but only lasts a round :P. The point was, just with stuff off the top of my head I'm already close to exceeding my goals, it shouldn't be hard to get what I need.

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