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.