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Jumper (3.5e Class)/Class Features

11,602 bytes added, 19:36, 15 August 2009
Created page with '====Class Features==== All of the following are class features of the Jumper. '''Weapon and Armor Proficiency:''' A jumper is proficient with all [[SRD:Simple Weapon Proficienc...'
====Class Features====

All of the following are class features of the Jumper.

'''Weapon and Armor Proficiency:''' A jumper is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial]] weapons and with [[SRD:Armor Proficiency (Light)|light]], [[SRD:Armor Proficiency (Medium)|medium]] armor, and [[SRD:Shield Proficiency|shields]], but not [[SRD:Tower Shield Proficiency|tower shields]].

'''{{anchor|Instinctive Initiative}}:''' A jumper's body is always on edge and prepared for whatever happens around it, no matter how calm the world may be. At the beginning of any encounter, the jumper may reroll his roll for [[SRD:Initiative|initiative]] one time. The jumper may take either of these rolls he makes, though he may only reroll his [[SRD:Initiative|initiative]] once per encounter.

'''{{anchor|Nimble Strike}}:''' Jumpers are unbelievably fast, and, upon the battlefield, it is extremely difficult to dodge their attacks. As long as a jumper moves more than 15 feet in a round, they deal an extra 1d6 on any attack they make before the beginning of their next round. Additionally, any attack that the jumper makes after moving 15 feet in a single round denies the target its [[SRD:Dexterity|Dex]] mod (and only its [[SRD:Dexterity|Dex]] mod) to its [[SRD:Armor Class|AC]]. A jumper cannot use [[SRD:Rogue#Sneak Attack|sneak attack]] or similar abilities with these attacks unless the target of the attack is denied their [[SRD:Dexterity|Dex]] mod to their [[SRD:Armor Class|AC]] via another source. The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first (4<sup>th</sup>, 7<sup>th</sup>, 10<sup>th</sup>, etc.). A jumper who uses the [[#Jump|jump]] class feature during a round counts as having moved 10 feet for the purposes of these attacks, no matter how what distance they actually teleported across.

'''{{anchor|Nimble Reflexes}}:''' A jumper's reflexes are unmatched, and few living beings can seem to catch them off guard. Starting at second level, if a jumper is in a situation where he must make a [[SRD:Saving Throw#Reflex|Reflex save]], he may attempt a single reroll. He must take the second result, even if it is worse, and the reroll must be used before the jumper knows if the first result was a success or a fail. He may only reroll any particular [[SRD:Saving Throw#Reflex|Reflex save]] once.

'''{{anchor|Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The signature mark of a jumper, is the ability to seemingly teleport from one place to another without so much as a thought. This ability is actually gained due to the jumper's inherent ability to move into a fourth spacial dimension. At second level, a jumper gains the ability to travel between two places instantaneously. The jumper may teleport from his currently location to any other location with 10 feet of his original location that he can see, as a [[SRD:Swift Actions|swift action]] that does not provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. A jumper can move both before and after the jump, provided that his total distance moved is not greater than his speed. A jumper can also bring along objects as long as their weight doesn’t exceed his maximum load. A jumper can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a jumper can jump with unwilling creature as long as that creature is in a [[SRD:Grapple|grapple]] with the jumper, though, even then, an unwilling creature is allowed a [[SRD:Saving Throw#Reflex|Reflex saving throw]] ([[SRD:DC|DC]] 10 + half the jumper's [[SRD:Hit Dice|HD]] + the jumper's [[SRD:Dexterity|Dexterity]] modifier) to avoid being taken along with the jumper. A jumper cannot teleport to a location that is occupied by another creature or an object, nor can he jump if he is immobilized. The distance a jumper can jump across increase by 10 feet every even level after second (4<sup>th</sup>, 6<sup>th</sup>, 8<sup>th</sup>, 10<sup>th</sup>, etc.). Jump is not hampered by ''[[SRD:Dimensional Lock|dimensional lock]]'' or similar spells. Take note that this ability is not derived from magical abilities and therefore works fine in an ''[[SRD:Antimagic Field|antimagic field]]''.

'''{{anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's reaction time is unbelievably fast, and this can be seen during any given battle. Starting at third level, a jumper can react to danger before his senses would normally allow him to do so. He retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.

If a jumper already has uncanny dodge from a different [[SRD:Class|class]] he automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.

'''{{anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's reflexes are so acute, that they can avoid even the most unavoidable attacks as though they weren't even there. Starting at fifth level, if a jumper makes a successful [[SRD:Saving Throw|Reflex saving throw]] against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the jumper is wearing light armor or no armor. A [[SRD:Helpless|helpless]] jumper does not gain the benefit of evasion.

'''{{anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's body usually seems to be on a hairpin trigger at almost every walking moment of the day. A jumper of sixth level or higher can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to [[#Sneak Attack|sneak attack]] the character by flanking him, unless the [[SRD:Rogue|rogue]] has at least four more [[SRD:Rogue|rogue]] levels than the jumper.

If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to [[SRD:Flanking|flank]] the character.

'''{{anchor|Needle Charge}}:''' Jumpers have it within their power to attack their foes with incredible finesse, and strike deadly blows at the end of a charge. At eighth level, a jumper gains the ability to add his [[SRD:Dexterity|Dexterity]] modifier to any [[SRD:Attack Damage|damage roll]] made at the end of a [[SRD:Charge|charge]] attack.

'''{{anchor|Mercurial Charge}}:''' A jumper eventually learns to charge across the battlefield with unbelievable dexterity. Starting at ninth level, a jumper need not move in a straight line to [[SRD:Charge|charge]], nor must he [[SRD:Charge|charge]] the closest available space. He still may not move back on himself during a [[SRD:Charge|charge]], and his charge move still ends as soon as he threatens his target.

'''{{anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Jumpers eventually master their physical dexterity to the degree that, no matter what comes at them, they can avoid it. This ability, gained at tenth level, works like evasion (see above). A jumper takes no damage at all on successful [[SRD:Saving Throw|saving throws]] against attacks that allow a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage. What’s more, he takes only half damage even if he fails his [[SRD:Saving Throw|saving throw]].

'''{{anchor|Unnatural Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Jumpers are beings who seem to dodge things that they shouldn't actually be capable of dodging in certain situations. Starting at eleventh level, any time that a jumper is denied his [[SRD:Dexterity|Dexterity]] to his [[SRD:Armor Class|AC]] (such as he would be if he was [[SRD:Stunned|stunned]] or [[SRD:Blinded|blinded]]), he gains an instinct bonus to [[SRD:Armor Class|AC]] equal to his [[SRD:Dexterity|Dexterity]] modifier. He only gains this instinct bonus to [[SRD:Armor Class|AC]] if his [[SRD:Dexterity|Dexterity]] modifier is actually denied, and not if he manages to retain it to his [[SRD:Armor Class|AC]]. Take note that the jumper is still considered having been denied his [[SRD:Dexterity|Dexterity]] mod to his [[SRD:Armor Class|AC]], seeing as they don't actually retain their [[SRD:Dexterity|Dexterity]] mod in all situations.

'''{{anchor|Quick Step}}:''' Jumpers seem to be able to move faster than most others can even try to understand. At thirteenth level, a jumper can take an extra [[SRD:5-Foot Step|5-foot step]] in any [[SRD:Round|round]] when he doesn’t perform any other movement (except for the first [[SRD:5-Foot Step|5-foot step]]). Like the first, the second [[SRD:5-Foot Step|5-foot step]] does not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]]. A jumper can take the extra [[SRD:5-Foot Step|5-foot step]] immediately after taking the first, or wait until the end of his other actions for the [[SRD:Round|round]]. In all other ways, the rules for taking a [[SRD:5-Foot Step|5-foot step]] apply.

'''{{anchor|Muscle Memory}}:''' A jumper can impulsively take actions from time to time to the degree that, eventually, his body actually can move of it own volition. At fifteenth level, a jumper gains the ability to take 20 on any [[SRD:Skills|skill]] check that he has succeeded on in the past. This allows for a jumper to automatically succeed a [[SRD:Balance Skill|balance]] check made to balance on a particular log spanning a chasm, as long as he made a [[SRD:Balance Skill|balance]] check to balance on that same log once in the past, and succeeded on that check. This works for almost any [[SRD:Skills|skill]] check, as long as it is for a check that the jumper has made in the past, and the conditions are at the very least, mostly the same. An example of a condition being radically different enough to constitute the jumper not being able to take 20 on the check, is a strong wind blowing as he is attempting to make a [[SRD:Balance Skill|balance]] check.

'''{{anchor|Greater Mercurial Charge}}:''' A jumper eventually actually learns to charge across the battlefield with such unbelievable dexterity, that it seems nothing can stand in their way. At eighteenth level, a jumper no longer provokes [[SRD:Attack of Opportunity|attacks of opportunity]] from his target when he [[SRD:Charge|charges]], nor does he need to have line of sight to his target in order to [[SRD:Charge|charge]] them. Additionally, the jumper gains the ability to move back on himself during a [[SRD:Charge|charge]], should he wish to. His charge move still ends as soon as he threatens his target.

'''{{anchor|Alacrity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's body has the capability to move faster than almost any other living being, and, eventually, a jumper actually achieves this capability. At twentieth level, a jumper gains the ability to, once per [[SRD:Round|round]], take an extra [[SRD:Standard Actions|standard action]], either before or after his other actions in the [[SRD:Round|round]]. In this manner, a jumper may even take an extra [[SRD:Standard Actions|standard action]] after taking a [[SRD:Full-Round Actions|full-round action]] during a single [[SRD:Round|round]].
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