Combining Waterfowl Stance and jumping feats


Rules Discussion


I want to utilize the various jumping feats on a Tripkee with Waterfowl Stance to create a frog that attacks by jumping because it sounds funny. After reading through the jumping feats, I'm a little confused as to how they stack and which usages/directions they all apply to. Does this look accurate for both uses of the Leap action?

Horizontal Jump: Base 15'/0' + Powerful Leap 5'/0' + Dancing Leaf 5'/5' + Fantastic Leaps 10'/0' = 35' horizontal and 5' verticaly

Vertical Jump: Base 5'/3' + Powerful Leap 5'/2' + Dancing Leaf 5'/5' + Fantastic Leaps 0'/5' = 15' horizontal and 15' vertically

If this is accurate, would 5' be enough to jump over medium-sized or smaller enemies? I've kinda always assumed that the game treated medium creatures as 5' cubes.

If leaping on its own doesn't work, what could I do to gain the required verticality?


We have three things here, the 1 action leap, and the base two action High Jump and Long Jump. The two jumps can be brought down to one action by Quick Jump.

Leap does not require a skill check. It allows you to either jump horizontally 10 or 15 feet, depending on your speed or jump vertically exactly 3 feet up and 5 feet horizontally.

The two jumps require Athletics checks.

High Jump is a vertical leap. You move at least 10 feet (less than that you auto fail) and make a DC 30 check, and that modifies the normal vertical leap. A crit fail leaves you prone, a fail is a normal vertical leap, a success gives you two more vertical feet for 5 vertical and 10 horizontal, and a crit success is 5 vertical and 10 horizontal.

Long Jump is simpler. You move at least 10 feet, make a DC 15 check, and either make a normal horizontal leap and fall prone at the end (crit fail), make a normal horizontal leap (fail), or leap a distance that is equal to your roll, rounded down to the nearest 5 feet, with a cap of your land speed.

As Long Jump is always the same as your normal Leap range, we can compare Leap (which is also Long Jump) to High Jump.

So, with no feats, a tripkee with a base speed of 25 can:

Leap: 15 feet. High Jump 3 or 5 feet.

What do the other feats add?

Powerful Leap gives a 5-foot vertical Leap without a skill roll at all. This is the equivalent of a Success at a long jump, though RAW without the horizontal component. It also adds a blanket 5 feet to the horizontal distance of any High or Long Jump.

This gives your tripkee:

Leap 20. High Jump 5 feet auto, 10 on a crit success.

Dancing Leaf from Monk gives a blanket bonus of 5 feet to any successful High or Long Jump.

Assuming a success, the tripkee now has a Leap of 25, and a High Jump of 5 Auto, 10 on a success, and 15 on a crit success.

What about Tripkee Leaping Feats?

The level 5 Fantastic Leaps Ancestry feat, adds a blanket distance of 10 horizontal and 5 vertical.

This brings the Tripkee Monk to a Leap of 35, and a vertical of 5 auto, 15 on a success, and 20 on a crit success.

Ricochetting Leap needs Wall Leap and lets you use creatures as walls, and doesn't matter for this question.

Unbound Leaper is Level 17, and basically makes the question moot, as with it, the things you want to do in the question you can easily do.

So, by level 5, this tripkee monk can:

Leap 35 feet forward without any roll at all meaning that there is never any need to actually roll for Long Jump, unless you roll at least a 40.

High Jump for 5 feet without any sort of roll. If you make the roll, this goes to 15 feet, 20 feet on a critical success.

I would allow 5 feet to clear a Medium creature (and maybe some larges or bigger depending on what they are. A dragon? No. An ooze? Yes.) I would also allow that person a Reactive Strike.

I can't find anything that says how high you get on a Leap/Long Jump, but given the distances that this monk can get to, as a GM I'd allow you to clear M-size creatures with ease (and possible Reactive Strike with it.) And moving 35 feet, for one action, is amazing mobility on its own.

I think this is an interesting idea for a character.

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