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Jumper (3.5e Class)/Class Features

2 bytes removed, 21:40, 3 November 2009
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Class Features: (oops.......)
'''{{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 current 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.

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