Jumper (3.5e Class)

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Taren Bite, a human jumper

Jumper

Jumpers are beings who were born with the inherent ability to fold their bodies into the cracks in space, and seemingly teleport across great distances. Jumpers also seem to become steadily more and more mobile on the battlefield, eventually completely ignoring detriments that would normally stop anyone else in their tracks, and slipping between their enemies blows with ease. A jumper is a fleeting being that can be found anywhere on a battlefield at any given point in time.

Making a Jumper

Upon the battlefield, a jumper is an insanely mobile combatant, who can avoid problems that would catch others unaware, with relative ease. This is due to the versatility of their jump class feature. Also, due to this class feature, jumpers are prone to charging with each attack they make in battle, and landing as many blows as they can in a given stretch of time.

Abilities: Dexterity is the key ability score for jumper, seeing as it grants them AC, high initiative, and good Reflexes, which are all key mechanics for the jumper. Next in order of importance to a jumper are Strength, so that they can deal decent damage, and Intelligence, so they can utilize better use of their skill points. Thirdly, Constitution is a good ability for jumpers, seeing as it grants higher hit points, and one can never have enough of them. Lastly, Charisma and Wisdom are the least important ability scores for a jumper, but are each useful in their own way in a particular situation.

Races: Any.

Alignment: Any.

Starting Gold: 4d8×10 gp (180 gp).

Starting Age: "Moderate" or "As fighter"

Table: The Jumper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Jump Distance
FortRefWill
1st+1+0+2+2 Instinctive Initiative, Nimble Strike +1d6 -
2nd+2+0+3+3 Jump, Nimble Reflexes 10ft.
3rd+3+1+3+3 Uncanny Dodge (Ex) 10ft.
4th+4+1+4+4 Nimble Strike +2d6 20ft.
5th+5+1+4+4 Evasion (Ex) 20ft.
6th+6/+1+2+5+5 Improved Uncanny Dodge (Ex) 30ft.
7th+7/+2+2+5+5 Nimble Strike +3d6 30ft.
8th+8/+3+2+6+6 Needle Charge 40ft.
9th+9/+4+3+6+6 Mercurial Charge 40ft.
10th+10/+5+3+7+7 Improved Evasion (Ex), Nimble Strike +4d6 50ft.
11th+11/+6/+1+3+7+7 Unnatural Dodge (Ex) 50ft.
12th+12/+7/+2+4+8+8 60ft.
13th+13/+8/+3+4+8+8 Nimble Strike +5d6, Quick Step 60ft.
14th+14/+9/+4+4+9+9 70ft.
15th+15/+10/+5+5+9+9 Muscle Memory 70ft.
16th+16/+11/+6/+1+5+10+10 Nimble Strike +6d6 80ft.
17th+17/+12/+7/+2+5+10+10 80ft.
18th+18/+13/+8/+3+6+11+11 Greater Mercurial Charge 90ft.
19th+19/+14/+9/+4+6+11+11 Nimble Strike +7d6 90ft.
20th+20/+15/+10/+5+6+12+12 Alacrity (Ex) 100ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Jumper.

Weapon and Armor Proficiency: A jumper is proficient with all simple and martial weapons and with light armor, medium armor, heavy armor and shields, but not tower shields.

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 an encounter, the jumper may roll two dice for initiative and take the better result.

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 Dex mod, as if the target were flat-footed (and only its Dex mod) to its AC. The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first (4th, 7th, 10th, etc.). A jumper who uses the jump class feature during a round counts as having moved 15 feet for the purposes of these attacks, no matter how what distance they actually teleported across.

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 Reflex save, he may attempt a single reroll. He takes the better of the two rolls. The Jumper also must choose to make the reroll before seeing the first result. He may only reroll any particular Reflex save once.

Jump (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 current location to any other location within 10 feet of his original location as a swift action that does not provoke an attack of opportunity. A jumper can move both before and after the jump, provided that his total distance moved during a move action 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 grapple with the jumper, though, even then, an unwilling creature is allowed a Reflex saving throw (DC 10 + half the jumper's HD + the jumper's 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 (4th, 6th, 8th, 10th, etc.). Jump is not hampered by dimensional lock or similar spells. Take note that this ability is not derived from magical abilities and therefore works fine in an antimagic field.

Uncanny Dodge (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 Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a jumper already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Evasion (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 Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion cannot be used if the jumper is wearing heavy armor. A helpless jumper does not gain the benefit of evasion.

Improved Uncanny Dodge (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 rogue the ability to sneak attack the character by flanking him, unless the rogue has at least four more rogue levels than the jumper.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

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 Dexterity modifier to any damage roll made at the end of a charge attack.

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 charge, nor must he charge the closest available space. He still may not move back on himself during a charge, and his charge move still ends as soon as he threatens his target.

Improved Evasion (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 saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.

Unnatural Dodge (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 Dexterity to his AC (such as he would be if he was stunned or blinded), he gains an Insight bonus to AC equal to his Dexterity modifier. He only gains this bonus if his Dexterity modifier is actually denied, and not if he manages to retain it to his AC. Note that the jumper is still considered to have been denied his Dexterity bonus to AC.

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 5-foot step in any round when he doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. A jumper can take the extra 5-foot step immediately after taking the first, or wait until the end of his other actions for the round. In all other ways, the rules for taking a 5-foot step apply.

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 skill check that he has succeeded on in the past. This allows for a jumper to automatically succeed a balance check made to balance on a particular log spanning a chasm, as long as he made a balance check to balance on that same log once in the past, and succeeded on that check. This works for almost any 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 balance check.

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 attacks of opportunity from his target when he charges, nor does he need to have line of sight to his target in order to charge them. Additionally, the jumper gains the ability to move back on himself during a charge, should he wish to. His charge move still ends as soon as he threatens his target.

Alacrity (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 round, take an extra standard action, either before or after his other actions in the round. In this manner, a jumper may even take an extra standard action after taking a full-round action during a single round.

Ex-Jumpers

.

Epic Jumper

Table: The Epic Jumper

Hit Die: d8

Level Memory Jump DC Special
21st20Memory Jump (Ex)
22nd18Nimble Strike +8d6
23rd18Bonus Feat
24th16
25th16Nimble Strike +9d6
26th14Bonus Feat
27th14Ideal Mercurial Charge
28th12Nimble Strike +10d6
29th12Bonus Feat
30th10Acrobat (Ex)

6 + Int modifier skill points per level.

Memory Jump (Ex): The jumper can jump to any place he has previously seen, making a DC 20 Dexterity if not in line of sight, decreased by 2 every 2 levels after 20


Nimble Strike: An epic jumper’s nimble strike damage increases by +1d6 every three levels after 18th level.

Ideal Mercurial Charge: A jumper eventually manages to master his dexterous nature to the degree that he can charge across the battlefield with unmatched finesse and unbelievable reflexes, to the point that it seems he is merely a blur moving across the field of battle. At 27th level, a jumper is no longer subject to attacks of opportunity made against him from any source while he is charging. Additionally, the jumper also doesn't take the usual –2 penalty to his AC that they would receive due to charging. His charge move still ends as soon as he threatens his target.

Acrobat (Ex): Jumpers actually manage to, eventually master their physical prowess to the degree that they become utterly uncatchable upon the battlefield. At 30th level, a jumper gains a swim speed and a climb speed equal to his base land speed, and can switch between any of these three speeds any number of times during a round, though they still cannot move any farther than they would without these extra modes of movement. Additionally, the jumper gains an inherent +6 bonus to his Dexterity.

Bonus Feats: The epic Jumper gains a bonus feat (selected from the list of epic Jumper bonus feats) every three levels after 20th.

Epic Jumper Bonus Feat List: Blinding Speed, Dire Charge, Epic Dodge, Epic Endurance, Epic Prowess, Epic Speed, Fast Healing, Improved Combat Reflexes, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend

Jumper Starting Package

Armor: Leather Armor

Weapons: Heavy Flail.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Balance4Dex
Climb4Str
Diplomacy4Cha
Hide4Dex
Intimidate4Cha
Jump4Str
Listen4Wis
Move Silently4Dex
Sense Motive4Wis
Tumble4Dex

Feat: Improved Initiative.

Bonus Feats: Combat Reflexes.

Gear: Backpack, Bedroll, Winter Blanket, Fishhook, Flint and Steel, 6 oz. of Ink, Ink pen, Hooded Lantern, 5 pints of Oil, Belt Pouch, 1 lb. of Soap, Tent, Waterskin.

Gold: 24 gp.

Playing a Jumper

Religion: A particular jumper is capable of following any religion they so choose, no matter how obscure or distant. As a rule of thumb though, jumpers are only ever rarely inclined to follow a particular religion because of their abilities. Although, if the case arises where a jumper is so inclined, they tend to be directly drawn to gods of travel or combat, seeing that these two things are most directly connected to the jumpers abilities.

Other Classes: Jumpers tend to vary in who they get along with depending on their own personal way of behaving. Though, while this is true, they seem to be likely to get along with rogues, barbarians or monks more than others, considering that they share styles of fighting upon the battlefield with each of these three classes. At the same time, a jumper who seeks to discover the reason they can move through the world in such an odd way, they may be quicker to befriend wizards, sorcerers, or psions than others.

Combat: In battle, a jumper may seem to be everywhere, constantly moving, always dodging, and almost impossible to catch unawares. A jumper hardly ever stays away from the battle, instead charging through it, striking enemies with unavoidable dexterity and finesse. A jumper can be a vexing opponent at times, managing to slip through what would otherwise be a foolproof plan, and dodging attacks made by the most weathered veterans.

Advancement: Jumpers have many avenues open to them in regards to advancement. One particular jumper may seek other ways of moving across the world, plunging into the darkest reaches of it, and would be inclined to take a few levels in shadowdancer to see how far they could actually go. On the other hand, a jumper could view his power as a gift that allows him to be everywhere at once, and that this gift makes him greater than everyone else. These jumpers may be enticed to taking a level or two in assassin, as to make sure those who disagreed with him did not live. On yet another note, a jumper could view their ability as a enticing thing that allows him many different pathways upon the battlefield, and would be interested in taking a couple of levels in duelist to heighten his combat skill.

Jumpers in the World

Do they actually think a wall is going to stop me?
—Arron Cale, Human Jumper

Jumpers tend to be find themselves, most commonly, in the position of messengers, scouts, and assassins. In as much, they can usually be found most commonly in large towns or small military regiments, where speed and finesse are both very necessary. It is not uncommon however, for a jumper to take to a life of crime, since it is exceedingly difficult to catch them, and they can get access to places that others couldn't even imagine of reaching.

Daily Life: The life of a jumper as they live from day to day is mostly the same as any others, respectively. Though their lives will be subtly changed due to the fact that they can view a problem that would stump most others, such as a a 20 foot thick adamantine wall, as a mere inconvenience. They also have the ability to cover much more ground in a single day than other living creatures, and so, may tend to be rather flighty, moving from town to town every now and then, and not remaining in any one place for longer than a few weeks.

Notables: Lucian Tora, Male Human Jumper: single-handedly fought an invasion force away from his home.

Eliza Whisper, Female High Elf Jumper: killed 27 kings during her career in the elven army.

Art Otica, Female Gargoyle Jumper: evaded capture by 8 different countries for over 230 years.

Organizations: A jumper is rarely inclined to go out and enter into a particular organization solely due to their nature. Though, it isn't uncommon for a particular jumper to find themselves being persuaded to join into a battle-based organization, or enticed to form an organization all their own, based around crime. Both of these situations sprout from the same source, and that source is the simply fact that a jumper is a difficult person to catch.

NPC Reactions: Jumpers are difficult to notice whenever they aren't in battle or using their jump ability for whatever reason. Though, whenever they actually do use the ability, they can be instantly spotted, since their manner of travel is so unique. When a person actually realizes someone is a jumper, they usually regard that person with different degree's of respect, depending on the person in question.

Jumper Lore

Characters with ranks in gather information can research jumpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DCResult
5Jumpers can travel by teleporting.
10Jumpers are extremely difficult to catch, especially on the battlefield.
15A jumper can actually jump without error while in an antimagic field.
20Characters who get this result can know the name and location of a specific jumper and any item related to them.

Jumpers in the Game

Jumpers can find themselves in nearly any location imaginable, from the grandest of the outer planes, to the narrowest back alley in a city. A particular fact about jumpers is that they tend to manage to get to places that few others could ever dream of getting to, such as the top of mountains that have been deemed unclimbable, or an island in the middle of a reef that ships cannot navigate. This fact often leads a jumper to be an adventurous type, always looking to see what new places they can get to, or what new events to witness.

Adaptation: The jumper class can be molded to fit any grand scheme within a campaign. For example, the case could arise that all living beings have some kind of latent ability similar to a jumper, though, they simply need to train themselves to bring out that ability. In another situation, it could be that there is only one jumper in existence, and he puts on a show as a magician on the streets in a large city.

Sample Encounter: Rethar Battle was once a powerful man, he owned an entire fleet of ships that went out to all corners of the world, trading anything from exotic spices and foods to parchments and colorful inks. He remained at his home though, communicating to his ships via a diviner he had hired himself, telling them where to go, who to see, or what to say to a leader of a small country when they met them for the first time. His life was wonderful. Then a strange thing happened: his maps all went blank, and his diviner died in the night. Rethar was scared, there was obviously something out there that had specifically targeted him and was attempting to sever his connections with the world, why else would all of his ships disappear from his tracking map the same night that his only connection to those ships died? Though, Rethar wasn't afraid of someone trying to cut him off from the world, he was afraid that something that had the power to succeed was targeting him. Rethar spent the next few weeks waiting, for he wasn't a stupid man, he knew that something that could wash a fleet of ships, each individual one thousands of miles away from the others, off of the globe in a single night, wouldn't let him contact anyone else in the world, and so, he wouldn't let it harm anyone else. Then one night came, and the air outside was perfectly still. Rethar was sitting on his bed, wearing a simple linen shirt and pair of pants, starring at the wall. For some reason, he felt something was coming, that tonight was the night it would come for him. He sat there for several hours, starring at that point on the wall, just waiting. Then he felt it, a gentle breeze, and he turned his head to look at the entrance to his room. There was a thin man standing there, one who looked as though he hadn't eaten in years. As their eyes met, Rethar blinked. This man was his father! That couldn't be, his father was dead, and never had had that kind of power. This was a trick! Rethars eyes narrowed, and he leapt up from the bed, thinking of nothing but getting away from the zombie who had been his father, he wouldn't fight his kin. Luckily his father was too slow to react to his motion, and Rethar had jumped out of the window in an instant. The fall should have at least wounded him, though, for some reason, in his adrenaline rush from leaping out of the window, he had shrugged off the fall. Little did he know that he had just "jumped" for the first time in his life. Rethar just ran that night, and he's still running, and searching. Searching for the entity that hates him so, and that would disrespect his family in such a way.

EL 15:

Rethar Battle

CR 15

Male Halfling Jumper 15
CG Small Humanoid (Halfling)
Init/Senses +12/Listen +21, Spot +19
Languages Common, Dwarven, Elven, Halfling
AC 27, touch 21, flat-footed 18; +1 dodge bonus against designated opponent, +4 dodge bonus against attacks of opportunity
(+6 armor, +9 Dex, +1 insight, +1 size)
hp 83 (15 HD)
Resist Improved Evasion, Jump 70 feet
Fort/Ref/Will +11/+22/+14; +2 bonus on saving throws made against fear effects
Speed 20 ft. (4 squares)
Melee +5 Keen Vicious Speed Falchion +18/+18/+13/+8 (2d4+8/15–20)
Base Atk/Grp +11/+9
Atk Options Nimble Strike +5d6
Special Actions Muscle Memory
Abilities Str 15, Dex 27, Con 14, Int 14, Wis 12, Cha 13
SQ Improved Uncanny Dodge, Mercurial Charge, Needle Charge, Quick Step, Unnatural Dodge
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Skills Climb +22, Hide +30, Intimidate +19, Jump +22, Listen +21, Move Silently +28, Spot +29, Swim +22
Possessions +5 Keen Vicious Speed Falchion, +5 Padded Armor, Gloves of Dexterity +4, Dusty Rose Prism Ioun Stone, Cloak of Resistance +3

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gollark: It's against the EULA at least, but I think there's doubt about whether those are enforceable.
gollark: I don't know if this would cause that, but... don't do silly things to energy-dense stuff like batteries?
gollark: Like I said, lithium ion batteries can explode.
gollark: Lithium-ion batteries can explode, which would be bad.
gollark: Please don't talk in all caps, and that's almost certainly an awful idea.
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