Jumper (4e Class)
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Jumper[edit]
“ | Do they actually think a wall is going to stop me? | ” |
Class Traits |
Role: Striker. |
Power Source: Martial. |
Key Abilities: Dexterity, Strength & Charisma |
Armor Proficiencies: Cloth, Leather |
Weapon Proficiencies: Dagger, Short Sword, Hand Crossbow, Sling |
Bonus to Defense: +2 Reflex |
Hit Points at 1st Level: 13 + Constitution score |
Hit Points per Level Gained: 5 |
Healing Surges per Day: 7 + Constitution modifier |
Trained Skills: Acrobatics (Dex) & Athletics (Str). From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis),History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex) |
Build Options: Rascal, Spectator |
Class Features: Jump(Teleport), Instinctive Initiative, Nimble Strike |
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.
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.
Jumper Overview |
Characteristics: 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 fullproof plan, and dodging attacks made by the most weathered veterans. |
Religion: A paticular 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 paticular 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. |
Races: Jumpers have been known to be of any race |
Creating a Jumper[edit]
Rascal[edit]
Rascals tend to live in opposition to society, flaunting their ability and using it to do as they please, ignoring consequences that would other wise deter others. Rascals are the melee build of the jumper class, jumping into combat to deal quick damage and just as quickly retreat. Along with Dexterity, Strength is an important factor for a rascal and constitution to raise your defenses. Rascals prefer to deal damage quickly rather than bluntly so abilities that back up the latent damage of your attacks are suggested.
- Suggested Feat: Darting Charge (Human Feat:Human Resolve)
- Suggested Skills: Athletics, Stealth, Thievery
- Suggested At-Will Powers: Breach, Sequester
- Suggested Encounter Power: Vanishing Strike
- Suggested Daily Power: Nimble Stance
Spectator[edit]
Spectators are less interested in conflict than their rascal counter-parts, preferring to sit on the side lines, often out of sight to simply watch the happenings of the world. Spectators avoid melee combat as much as possible, using their abilities to reach vantage points and rain projectiles on an enemy. Dexterity is incredibly important for spectators, followed by charisma and wisdom.
- Suggested Feat: Sanguine Flight (Human Feat:Action Surge)
- Suggested Skills: Stealth, Perception, Nature
- Suggested At-Will Powers: Sequester, Obscure
- Suggested Encounter Power: <!-suggested encounter power->
- Suggested Daily Power: <!-suggested daily power->
Jumper Class Features[edit]
All Jumper's share these class features.
Jump: 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. You can use jump teleport as an encounter power.
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. When rolling for initiative, you may re-roll the die once if you dislike the result. If you do this you must accept the new value.
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 3 squares in a round, they deal an extra 1d6 on the next attack they make before the beginning of their next round. This bonus damage increases to +2d6 at level 11, and +3d6 at level 21.
Sneak Attack:Jumpers can make a sneak attack dealing 1D6 of bonus damage, always as possible like: whenever his enemy is in disadvantage, surprised or dumbfounded.
Powers[edit]
A Jumpers powers are called rackets or stunts and are the natural developments of an unnatural life style. A list can be found Here.
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