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max speed for an LA+0 PC race

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David Lamb

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May 15, 2013, 5:46:25 PM5/15/13
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So, I've been thinking about Harold's small-s scout build -- basically,
whisper gnome for +hide, move, spot, listen, then high move for running
away when detective. Start with move 30, add barbarian +10 unnamed
bonus, cleric with celerity domain for another +10 bonus. A ring with
Longstrider was probably in there somewhere for another +30, and if
traits are allowed, Quick for another +10 (at a cost of -1 hp/lvl). so
that adds up to 60 normally, 90 when under the spell.

Are there any more speedups available that would stack?

Shawn Wilson

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May 15, 2013, 7:33:48 PM5/15/13
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*****
Monk Class (Core), Fast Movement ability adds 10ft to speed every
three levels. (yes, +60 at 18...)
*****

Run feat (Core), running gives 5x run multiplier rather than 4x


Swift Foot Rage Power (Barbarian Class) (Core) adds 5ft to move while
raging, can be taken three times.

Expeditious Retreat spell (Core) (Bard/Sorc/Wiz 1) +30ft to land
speed. 1 min/level



I could have SWORN there was a feat that gave +5ft speed, but
apparently not...

Harold Groot

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May 15, 2013, 8:20:18 PM5/15/13
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On Wed, 15 May 2013 17:46:25 -0400, David Lamb <dal...@cs.queensu.ca>
wrote:
LONGSTRIDER is only a +10 (Enhancement), not +30. But it lasts an hour
per level, so that's good. HASTE, of course, is +30 (Enhancement) but
only lasts one round per level.

So you could have 60 normal, 70 for hours, and be able to boost it to
90 for a short time if you had access to both spells.

Of course, there are several types of footwear that provide bonuses to
movement. Some Boots Of Speed can get you that +30 HASTE effect for 10
rounds. Boots of Skating gets you the +10 (Enhancement) boost
continuously. Combine those into Boots Of Speed Skating and you don't
need the ring. Or get +10 from Boots of Striding and Springing, Boots
of the Unending Journey (added bonus if you can activate the Relic
power - you are immune to fatigue and exhaustion, so you can Run all
day at x4 speed - or at x5 speed if you have the Run feat), Sandals of
the Light Step (not only +10 enhancement, but leave no tracks and
ignore penalties for rough terrain, and even WATER WALKING 1/day).

If memory serves, our Warblade was able to move some extra distance in
a round by putting a horizontal jump in the middle of his movement -
but I forget if that was from a feat, a magic item, a class ability or
just what.

Then there are things that give you more limited boosts, i.e. The
Chronocharm of the Horizon Walker gives you an extra half move as a
swift action - but only once per day. Great for breaking contact
and/or getting past the guards if you can then continue to outrun your
opponents. Similarly, Acrobat Boots would let you boost your speed to
+20 (Enhancement) for a single round.

So much depends on how much budget you have for such things, the
availability of Relics (not generally available on the open market)
and so on. And if you want to Run, it depends on having a straight
line to run in.


Rast

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May 16, 2013, 1:24:11 AM5/16/13
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Shawn Wilson wrote...
> *****
> Monk Class (Core), Fast Movement ability adds 10ft to speed every
> three levels. (yes, +60 at 18...)

>
> Swift Foot Rage Power (Barbarian Class) (Core) adds 5ft to move while
> raging, can be taken three times.

If you become Lawful for Monk, you lose the ability to Rage. You keep
the Barbarian's Fast Movement, though.

David Lamb

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May 16, 2013, 7:14:04 AM5/16/13
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On 15/05/2013 8:20 PM, Harold Groot wrote:
> LONGSTRIDER is only a +10 (Enhancement), not +30. But it lasts an hour
> per level, so that's good.

Right; I was thinking "expeditious retreat" when I wrote "longstrider".
Shorter duration, but with enough money you could enchant a ring.

WDS906 (less the 906)

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May 16, 2013, 11:45:55 AM5/16/13
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On 5/15/2013 6:33 PM, Shawn Wilson wrote:
> I could have SWORN there was a feat that gave +5ft speed, but
> apparently not...

One of my old characters had it, but I can't seem to find it on-line.
Maybe it was in 3.0 and was dropped in 3.5?


WDS906 (less the 906)

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May 16, 2013, 11:47:45 AM5/16/13
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Was it dash?

http://www.wizards.com/default.asp?x=dnd/lists/feats

Dash CW 97 You can move faster than normal.
Dash MH 25 You can move faster than normal.
Dash SaS 38 You move faster than normal for your race.

If you are wearing light armor or no armor and are carrying a light
load, your speed is 5 feet faster.

Shawn Wilson

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May 16, 2013, 2:17:45 PM5/16/13
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I don't pay any attention to alignment vis a vis classes. Chaotic
Monk? Fine. Lawful Barbarian? Go ahead.

Shawn Wilson

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May 16, 2013, 2:21:25 PM5/16/13
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On May 16, 8:47 am, "WDS906 (less the 906)" <Bill...@seurer.net>
wrote:
I was *certain* it was in Pathfinder.

Shawn Wilson

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May 16, 2013, 2:51:20 PM5/16/13
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Goddamn fucking glitch in the Matrix...

FOUND IT!

http://paizo.com/pathfinderRPG/prd/feats.html


Fleet
You are faster than most.

Benefit: While you are wearing light or no armor, your base speed
increases by 5 feet. You lose the benefits of this feat if you carry a
medium or heavy load.

Special: You can take this feat multiple times. The effects stack.

David Lamb

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May 16, 2013, 5:13:18 PM5/16/13
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On 16/05/2013 2:17 PM, Shawn Wilson wrote:
> I don't pay any attention to alignment vis a vis classes. Chaotic
> Monk? Fine. Lawful Barbarian? Go ahead.

All well and good, but I forgot to say in the OP that I wanted RAW.

David Lamb

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May 16, 2013, 5:18:43 PM5/16/13
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In particular, for continuous effect it's spell level x caster level x
2000 x 4 for a rounds/level spell, thus 8,000gp (Sor/Wiz 1 spell).

Harold Groot

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May 16, 2013, 11:40:29 PM5/16/13
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On Thu, 16 May 2013 17:18:43 -0400, David Lamb <dal...@cs.queensu.ca>
wrote:
Let's see - I don't think this one has been mentioned yet. The Crystal
Of Alacrity (MIC p. 195) is an armor crystal that gives you a +5
Morale bonus to movement. It has to be put on medium (or heavier)
armor, so to avoid the movement penalties you'd want it to be, say,
mithral breastplate (so it's treated as light armor as far as
penalties are concerned but it's still medium armor for all other
matters).

Of course, some DMs may not make the items in Collections easily
available. You might have to work a bit to get your hands on one of
these.


David Lamb

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May 17, 2013, 10:51:24 PM5/17/13
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On 15/05/2013 5:46 PM, David Lamb wrote:
> Are there any more speedups available that would stack?

Scout 3 and 11 get fast movement +10 and +20 respectively; I don't know
if those stack with Barbarian fast movement.

Tetsubo

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May 18, 2013, 4:51:17 AM5/18/13
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I believe they do. But why not? You invest that hard to be fast, let
the character be fast.

--
Tetsubo
Deviant Art: http://ironstaff.deviantart.com/
YouTube: http://www.youtube.com/user/tetsubo57

Harold Groot

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May 18, 2013, 5:31:19 AM5/18/13
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On Fri, 17 May 2013 22:51:24 -0400, David Lamb <dal...@cs.queensu.ca>
wrote:
As far as I recall, all the "faster movement" class abilities stack
with each other.

Though much of the usefulness of these things depends on just what a
person is trying to accomplish. If you allow enough class levels to
get to Scout 11, the ability to move quickly will have been overtaken
by FLY and DIMENSION DOOR and TELEPORT and the like.

IIRC, my original example had just had 2 class levels in the "good
start", and if you allow the 2nd level "scout" (job description, not
class) to have the "character wealth by level" amount of only 900 gp
you obviously can't afford things like the proprosed custom-crafted
Ring Of Expeditious Retreat (at 8000 gp). Movement of 60 from the two
Class Abilities (barbarian, cleric with celerity) and a trait
(Quickness) will probably let you get away from many encounters
appropriate to that level. For example, if they "Let loose the hounds
(movement 40)" you can outrun them. But you can't outrun a rider on a
light horse that isn't encumbered. It has the same base movement (60)
but it also has has Run (x5 move on a straighaway) and it has
Endurance. Still, at 2nd level you could also have a feat to help you
move. Dash (+5 movement) could let you pull ahead in a forest or
dungeon setting (which generally have very few 300-foot-long
straightaways where Run could be used by the horse). But there's also
the possibility of planning your escape route so that you (small
biped) could go someplace a horse (large quadruped) would have trouble
with. Some place you squeeze through, or climb, or otherwise make
things tough for the horse/rider. Wire strung across the road at a
height that you can simple Run under can be good. Or maybe have a
potion of Oil Of Slipperiness than you can smash down on that
dangerous curve... With the Whisper Gnome, having both darkvision AND
lowlight vision is helpful. You can see much more of the enemy camp
(that is lit by moonlight/starlight/campfires) than they might expect,
and you can retreat through completely dark areas at full speed with
no problems. Hmm... if your 2nd cleric domain was Magic you could use
a Wand of Longstrider or a Wand of Expeditious Retreat (750 gp for a
full 50 charges). Of course, finding wands for sale that are only
partially charged would be helpful. Maybe 1 minute of movement 95 to
break contact, followed by an hour of movement 75 to get completely
clear. Costs you 30 gp to DO it that way (and that's a noticeable
amount at that level) but that's only IF they spot you in the first
place. At 2nd level, your bonuses on Hide will most likely be going up
mainly against enemies with no ranks in Spot. But Guard Dogs with
Scent (or even horses, which also have Scent) can give you away....

Of course, if you start at 3rd level you'd probably make a build that
includes Rogue at 1st level (to get all those skill points for Hide
and Move Silently and Spot and so on). Now your budget is 2700 gp, so
a lot more is open to you. And while your enemy will likewise be
gearing up, probably not a lot of his resources will be spent on
dedicated "anti-scout" builds/abilities.

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