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I'd say both doubling one's speed and being able to move as an immediate action (especially the latter, since there's no limit on it apart from 1/round) would make this fairly wizard-level. As long as you can get behind total cover, the immediate action effectively makes you immune to just about all targeted effects. --Ghostwheel 23:09, February 26, 2010 (UTC)
- Swift action seems an easy fix to that, but it's still unclear how that interacts with your available movement on your turn and that should probably be addressed.
- Aside for that, this doesn't actually double your movement. Without a 20' running start, the DCs are all doubled and your getting to halve them just means you move as far your jump check rolled. And if you do take the running start, you spent 20' that round setting up a speed bost and don't have enough left to actually double things. While each foot jumped may only count against half of your move, allowing you to get some really large jumps out, it's not going to do anything like double your movement in a round without a hugenormous bonus to actually take advantage of it. I know there are plenty of class features / feats out there that will eliminate these restrictions, but I don't know that I care if you can blow several feats and class features on being able to make a jump check to double move 240' in a round if you're not going to have any actions left to do anything with (similar to why we don't consider the monk's fast movement a generally worthwhile class feature). This might have some long distance charging applications, but this is pretty outside most of the charger builds I can recall. - TarkisFlux 23:31, February 26, 2010 (UTC)
- Yay, humongous bonuses! And yeah, just Leap of the Heavens can make it so that all your jumps are considered to be from a running start (and those that are running get a +5 bonus to 'em). Though I agree that the main problem was the "I ignore everything targeted" that the immediate action could bring to the table. --Ghostwheel 23:48, February 26, 2010 (UTC)
- I thought I had seen that somewhere, just couldn't be bothered to go looking. Yeah, that +112 is what you would need to reliably
jump 240' on your turn (as a charge aparently, though I'd have to go look at the referenced feats again to be sure) and you'd get a max height of 60' out of it (which would increase your DPR a bit as well). So yeah, you can double your range with this feat and extensive optimization. Neat :-). Still not wizard with the nerfed insta jump though, but I am very amused at the thought of leap-charging a fool and then hopping back to your starting position once a fight... as if it didn't really happen... - TarkisFlux 00:39, February 27, 2010 (UTC)