In our last session I tried different jump approaches as an rpg element.
I tried to jump on a stone and from that one on the enemy.... The dwarf already failed misarebly on the first part - instead of jumping ON the stone he just crashed into it + falling prone afterwards. ^^
The Barbarian tried to throw me, but he usually doesnt have the time in combat to do so.
So a little grumpy and dissapointed of his personal lack of jumping powers, the Dwarf decided that the great flying doom dwarf technique he developed in his head wouldnt be realizeable without magical support of some kind. Or a much lighter armor - but as a dwarf he isnt really comfortable with the idea of wearing something else than a heavy armor.
Luckily, soon after this the group defeated a cursed undead dwarfen king, who had some quite nice items:
The most interesting ones: A +3 mithrall breastplate (which went to the barbarian) and a belt of ogre strength +4, which the dwarf took.
With this belt he was a little closer to his flying doom dwarf technique and with a little befriending with the elfen mage it was pretty much possible that the mage could help craft some sort of boots that could support the dwarf's idea. In exchange for a little financial support of course.
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Now I was thinking of how to further increase this.
Dimension stride boots (MIC) are one idea. 5 charges a day to teleport 20- 60ft. With a +2 jump bonus
2k Gold (6th) CL7th. Could I just cast this on the boots as well ?
That would allow me charge, teleport, charge, teleport.... instead of charging and then either staying there or walking away for another charge.
A dispell on the weapon ? Usefull but not necessary as the cleric usually has one readied.
Invisible enemies, levitating, waterwalking, waterbreathing, fall damage are other interesting topics. Spiked for grapple or mind protection? AC ?