
It's something of a hobby of mine to take unpopular and generally useless races and try to do something useful with them. This usually involves trying to make them do something they are probably supposed to be good at - like a kenku flying, or in this case, a bullywug leaping. After digging around for a while, I found out that for a few specific investments, you can have a build be surprisingly good at jumping.
Spoiler:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Sproing, level 16
Bullywug, Monk, Soaring Blade
Build: Iron Soul Monk
Monastic Tradition Option: Iron Soul
Airspur (Airspur Benefit)
Theme: Iron Wolf Warrior
FINAL ABILITY SCORES
STR 11, CON 20, DEX 24, INT 11, WIS 12, CHA 9
STARTING ABILITY SCORES
STR 10, CON 14, DEX 18, INT 10, WIS 11, CHA 8
AC: 36 Fort: 30 Ref: 33 Will: 27
HP: 107 Surges: 12 Surge Value: 26
TRAINED SKILLS
Acrobatics +30, Athletics +17, Perception +16, Stealth +20
UNTRAINED SKILLS
Arcana +8, Bluff +7, Diplomacy +9, Dungeoneering +9, Endurance +13, Heal +9, History +8, Insight +9, Intimidate +7, Nature +11, Religion +8, Streetwise +7, Thievery +15
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Monk Feature: Iron Soul Flurry of Blows
Monk Attack 1: Crane's Wings
Monk Attack 1: Fallen Needle
Acrobatics Utility 2: Agile Recovery
Iron Wolf Warrior Attack 3: Wolf's Rend
Monk Attack 5: Water Gives Way
Athletics Utility 6: Kord's Force
Iron Wolf Warrior Attack 7: Wolf's Bound
Monk Attack 9: Crane Dance
Iron Wolf Warrior Utility 10: Savage Resurgence
Soaring Blade Attack 11: Sword Fall Leap
Soaring Blade Utility 12: Charge the Clouds
Monk Attack 13: Furious Bull
Monk Attack 15: Dancer on the Sea of Battle
Monk Utility 16: Stance of the Still Sword
FEATS
Level 1: Melee Training (Dexterity)
Level 2: Ki Focus Expertise
Level 4: Wintertouched
Level 6: Superior Implement Training (Accurate ki focus)
Level 8: Unarmored Agility
Level 10: Improved Defenses
Level 11: Lasting Frost
Level 12: Starblade Flurry
Level 14: Skill Focus (Acrobatics)
Level 16: Whirling Iron Defense
ITEMS
Monk unarmed strike
Badge of the Berserker +4 x1
Tumbler's Shoes x1
Gloves of Ice (paragon tier) x1
Iron Armbands of Power (paragon tier) x1
Dynamic Belt (heroic tier) x1
Rhythm Blade Dagger +1 x1
Blurred Strike Accurate ki focus +3 x1
Ki Longsword +1 x1
Polyglot Gem
Siberys Shard of Merciless Cold (paragon tier)
Syllable of Grace
Charger's Headdress x1
Bloodthread Githweave Armor +3 x1
The Fading One - Ghostfoot
====== End ======
This build can, at-will, leap 9 squares horizontally and clear 10 feet vertically. Since the rules specify vertical clearance but not at what point in your jump you clear that height, mechanically it is as if he moves two squares up, 9 squares forward and two squares down. As long as he's not adjacent to an enemy when he takes off (minor action shift, iron soul flurry will help prevent OAs from the launch pad) or when he lands, he soars right over the heads of Medium sized enemies without worrying about OAs. He can also do this even while slowed thanks to Crane's Wings. He uses Polyglot Gem and Syllables of Grace to make sure his speed keeps up with his leaping abilities.
The fun part, though, is doing this on a charge - leaping 8 squares right past enemies (short ones only, unfortunately - only 9 feet clearance) to attack the one you want, all without incurring OAs, and then smashing down on top of your target with a good damage, high accuracy MBA. Between Iron Wolf and preventing shifts with Iron Soul Flurry, he should get a few more hits in in the average round than just the one, and any multi-attacks he makes on his turn lets him flurry twice thanks to Blurred Strike Ki Focus. He also slaps on some frostcheese with his Soaring Blade PP adding Con mod typed damage to his melee attacks. He keeps his accuracy on his none-MBA attacks with an accurate ki focus, and his defenses are fair for an Iron Soul Monk and get better if he's bloodied.
The bullywug makes a solid Iron Soul Monk, and with a good MBA and Iron Wolf he gets some pretty decent damage in. Having ludicrous 17-square no-OA leap-charge turns is the cherry on top. Sure, you can make this a lot better with another race, and leap even further with the right armor and feats, but for taking a bullywug and trying to make a thematically and mechanically sound character (and something I'd have fun playing) I think this works quite nicely. Here's some math:
8hl + 7dex + 3prof + 3enh + 2CA + 1charge + 1headdress + 2exp = +27 vs. AC on a charge (90% accuracy)
1d8 + 3half dex + 3enh + 4armbands + 3shard +5con + 2gloves + 5vuln = 1d8+25 damage
Damage .85(4.5+25)+.05(8+25+10.5)+.9(3x9) = 25.075 + 2.175 + 24.3 =
51.55 DPR or 35.35 single target DPR. Not bad, actually, and that's not including any of the Iron Wolf attacks or extra MBAs from OAs. And he still has crazy mobility, good defenses and avoids most OAs himself. Overall, I think it's settled into a pretty neat build!
EDIT: Updated build with Melee Training instead of Internalize the Basic Kata, removed the extra ki weapon, added in the boon that made the standing jump possible on charges. Thank you all for your feedback! DPR is worse, but not significantly so, and it still looks awfully fun to play.
EDIT: Updated build with better math and some interaction corrections. I think it's done! And it's good, too!
EDIT: Check out the Thief version. Snazzy!
Spoiler:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Sprang, level 16
Bullywug, Rogue (Thief), Kulkor Arms Master
Tymanther (Tymanther Benefit)
Theme: Iron Wolf Warrior
FINAL ABILITY SCORES
STR 18, CON 13, DEX 24, INT 11, WIS 9, CHA 12
STARTING ABILITY SCORES
STR 14, CON 10, DEX 18, INT 10, WIS 8, CHA 11
AC: 30 Fort: 28 Ref: 34 Will: 25
HP: 100 Surges: 7 Surge Value: 25
TRAINED SKILLS
Acrobatics +22, Athletics +25, Endurance +14, Insight +12, Intimidate +14, Perception +14, Stealth +20, Thievery +20
UNTRAINED SKILLS
Arcana +8, Bluff +9, Diplomacy +9, Dungeoneering +7, Heal +7, History +8, Nature +9, Religion +8, Streetwise +9
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Rogue Utility: Backstab
Rogue Utility: Tactical Trick
Rogue Utility: Acrobat's Trick
Rogue Utility: Unbalancing Trick
Rogue Utility: Cunning Escape
Rogue Utility: Escape Artist's Trick
Rogue Utility 2: Sneak in the Attack
Athletics Utility 6: Kord's Force
Rogue Utility 10: Counter-Step
Kulkor Arms Master Attack 11: Arms Master Challenge
Kulkor Arms Master Utility 12: Tempered in Blood
Rogue Utility 16: Slip from the Grasp
FEATS
Level 1: Light Blade Expertise
Level 2: Nimble Blade
Level 6: Brawling Warrior
Level 8: Weapon Proficiency (Warhammer)
Level 10: Kulkor Battlearm Student
Level 11: Deft Blade
Level 11: Lasting Frost
Level 12: Wintertouched
Level 14: Silvery Glow
Level 16: Improved Defenses
ITEMS
Badge of the Berserker +4 x1
Feytouched Drowmesh +3 x1
Dynamic Belt (heroic tier) x1
Tumbler's Shoes x1
Gloves of Ice (paragon tier) x1
Polyglot Gem
The Fading One - Ghostfoot
Siberys Shard of Merciless Cold (paragon tier)
Syllable of Grace
Horned Helm (paragon tier) x1
Frost Dagger +3 x1
Bracers of Mighty Striking (paragon tier) x1
====== End ======
This build is a standard charging thief build with Bullywug flavor and ludicrous jumps on top. Similar mobility, with 9-square leaps
and leap-charges. Still uses frostcheese, but this one trades in multi-target flurry and OA damage for obscene amounts of single-target damage. He could lose Kulkor, regain two feats and a PP to grab a Hawk's Talon Ki Focus for another square of leapage, but there's not much point after 9 squares and 10 foot clearance.
8hl + 7dex + 3prof + 3enh + 2CA + 1charge +1nimble + 2exp + 1weapon talent = +28 vs. AC or Reflex on a charge (95% accuracy)
1d6 + 2d6helm + 2d6sneak +7dex + 3enh + 4armbands + 3shard + 2gloves + 5vuln + 4finesse + 3silvery = 5d6 + 31 damage
(and prone with unbalancing trick)
Kulkor Arms Master:
1d6 + 7dex + 3enh + 4armbands + 3shard + 2gloves + 5vuln + 4finesse + 3silvery = 1d6 + 31 damage
DPR would be .9(17.5+31)+.05(30+31+10.5)+.95(.9(3.5+31)+.05(6+31+10.5)) =
78.97 DPR
... whoah. Sorry, I'm not used to working with kulkor thieves, that's ridiculous. And that's trading some feats/background for leaping, otherwise most of those d6s would be d8s... So we've got a 79 DPR thief that can leap-charge from 18 squares away and miss only on a 1. DPR is slightly lower if you haven't hit them yet... but only slightly. Heck yeah bullywug! Leapfrog of death!