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Roof jumper dnd 3 5.
Has a base land speed of 30.
1d8 hd 2 ref 2 will and 6 int mod x4 skill points.
Mobility player s handbook v 3 5 p.
The roof jumper feat enables the use of the following tactical maneuvers.
It weighs 2 200 pounds.
Jumpers gain 1 to natural defense a jumper has the fey type.
The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first 4 th 7 th 10 th etc.
A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top.
You do substantial damage if you deliberately leap down to attack a foe beneath you.
Ropers speak terran and undercommon.
You must drop at least 20 feet.
1 swift action range.
This qualifies as a charge attack with all.
Bard 5 sorcerer 5 wizard 5 components.
1 strength 5 dexterity 2 intelligence 4 wisdom 1 charisma.
You and objects touched duration.
A roper hunts by standing very still and imitating a bit of rock.
A roper s coloration and temperature change to match the features of the surrounding cave.
You cannot benefit from more than one maneuver in the same round.
Dimension jumper complete mage p.
102 conjuration teleportation level.
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.
Feats player s handbook v 3 5 mobility.
You must roll to hit.