PDA

View Full Version : Sorta High Movement character? This is an absolutely preposterous amount of feats.



HappyBlanket
2011-07-06, 06:01 PM
tl;dr How can a character with high movement become a productive member of his party? And, when that is resolved; how can I make that character? How many feats can I stuff into 20 levels?

So, I recently began working on my next character concept. The idea was to make a character with high land speed, the ability to run over walls in ways that would shame Neo, and generally the means to get wherever he needs to be at any given moment. Now, the fact that I've recently attained a copy of Mirror's Edge may or may not have something to do with this. Regardless, I became absolutely enamored with the idea. That little click popped into my mind, and the foundations of a personality began to form on the spot. I set to work immediately, scouring the pages of Expanded Psionics, bookmarking skill tricks in Complete Scoundrel, seeking out City Dweller ACFs... And then I came to a realization, and froze. My fingers lingeringly pinched the pages of ToM, and to my side the Shadow template waited impatiently. The tattered and torn sheet of looseleaf upon which I had scribbled arcane musings slowly floated to the ground, and Travel Devotion stared mockingly at my folly. Very suddenly, I discovered something about my build. Something I had not anticipated.

It was useless.

Pointless. Futile. I had nothing. I was a traceur in a world of flight and teleportation. I had Up The Walls, I had Wall Jumper. I had more Move than I knew what to do with. Far, far more Move. I could go wherever I so chose to go, and back again. My problem was this: when I climbed, jumped, tumbled and Wall Ran my way to where I wanted to be... What would I do?

I panicked, and stepped rudely on my Feat list as I searched frantically for my lap top. Expanded Knowledge growled when I returned, and I shoved aside Dungeonscape aside to make room. I checked X stat to Y bonus. Movement wasn't listed. I read about the Dragoon build, and felt hesitant; it just wasn't what I was looking for. I looked at the Shadow Kobold from SCS's campaign journal, and was left uncertain at best. A flash of inspiration told me to rekindle my relationship with the cast aside Dungeonscape, and provided me with the Dungeon Crashing ACF. I immediately remembered Battle Jump, and checked for the legality of such a maneuver... And was met with a flat no. So it was made clear: there was nothing I could do with my character.

And here we are. I ever so humbly seek the all knowing advice of the Playground, acknowledging my ability to build a character to be inferior. What I'm looking for is a way to make a character with high movement and good maneuverability into an effective member of his party; by whatever means. My requirements were originally that he be land based, and incapable of teleporting... But I soon disregarded that. The Psionic Nomad with the City Dweller ACF called to me, and it's voice was ever so luring; it even drowned out the mighty call of Hustle. I'm willing to settle for a character that simply makes use of his high mobility.

What I've considered so far:

Battle Jump + Dungeon Crasher Fighter. The idea was to use my wall run to execute a Battle Jump. That automatically triggers a charge, and that means I can use a Bull Rush on the same action. The target would be crushed against the ground with a hefty sum of bludgeoning damage, and I'd take the fall damage with pride. Unfortunately, this runs into some issues by RAW; after all, Bull Rush requires that I move the target, and Battle Jump requires that I fall vertically. But this, I think, can be ignored with a kind enough DM, since it's not exactly a huge stretch of the imagination to assume that the target would take damage from such a maneuver.

Touch Spells. Healing in particular. Let's put that "anywhere, any time" thing to use.

Ranged attacks. This is doable, I suppose. Not particularly well versed in it though, but neither am I in Psionics. Or templates, even.

Obviously you know which idea I was the fondest of... It even required that I not be flying. But I need alternatives, and I need something to do that doesn't require my enemies to be standing against the wall... Wall Jump only works once an encounter, after all.

Let's assume that all books are available.

ShneekeyTheLost
2011-07-06, 06:04 PM
Scout. Skirmish damage on every attack seems like a good idea on a guy who focuses on moving a lot. Combo with Greater Manyshot for multiple shots per round while on the move.

In fact, Scout 4/Ranger x works exceedingly well for this.

If you plan on using a lot of teleportation, look up Shadow Pounce

maximus25
2011-07-06, 06:16 PM
Whatever you're fighting, you tell the DM, "I run between his legs, my sword held high."


I would assume that would do some real good damage, especially if you can convince your DM to treat it as a falling object moving at your speed, so it could potentially do 10d6 damage, or even more if he is nice.

HappyBlanket
2011-07-06, 06:17 PM
I looked at Scout, naturally. I felt a bit underwhelmed by Skirmish, since the requirement for 10ft of movement seemed a bit underwhelming (oh wow that was recursive). Surely I can sacrifice more for something. I hadn't considered Manyshot though, and actually missed the section on Ranged Skirmishing (which is bizarre in retrospect). I was also rather put off by the level scaling, though frankly that was back when I expected to take 6 levels of Fighter and some of Psion.


Whatever you're fighting, you tell the DM, "I run between his legs, my sword held high."


I would assume that would do some real good damage, especially if you can convince your DM to treat it as a falling object moving at your speed, so it could potentially do 10d6 damage, or even more if he is nice.

Ha! I wonder how fast I need to move to apply momentum damage to my tackling xD

Samuel Sturm
2011-07-06, 06:21 PM
If you're going to get up to high levels, there's always Chuck.

CO Diary: Diary of Chuck (http://brilliantgameologists.com/boards/index.php?PHPSESSID=ie2rirjdf0p154numb9hrv8811&topic=330.0)

Basically, Chuck gets his speed as high as possible and uses Tornado Throw, an 8th level Setting Sun maneuver from the book Tome of Battle. It can result in massive damage, throwing your opponents out of the solar system, or both.

Warning: Theoretical optimization is not always a good idea to play in a casual game.

HappyBlanket
2011-07-06, 06:26 PM
If you're going to get up to high levels, there's always Chuck.

CO Diary: Diary of Chuck (http://brilliantgameologists.com/boards/index.php?PHPSESSID=ie2rirjdf0p154numb9hrv8811&topic=330.0)

Basically, Chuck gets his speed as high as possible and uses Tornado Throw, an 8th level Setting Sun maneuver from the book Tome of Battle. It can result in massive damage, throwing your opponents out of the solar system, or both.

Warning: Theoretical optimization is not always a good idea to play in a casual game.

I figured ToB would have something; I'll take a look at it. And I'm well aware of Theoretical Optimization's risks... But a peek into Pandora's box couldn't hurt, could it...?

Anyway, I'm really looking for something in the Tier 3 range. xD Mid four is my absolute minimum, and even then I'd be hesitant to use such a build.

Dusk Eclipse
2011-07-06, 06:32 PM
Paimon (Vestige level 3) Dance of Death ability allows you to move up to your move speed and make 1 attack against each enemy you moved past.

HappyBlanket
2011-07-06, 06:39 PM
Paimon (Vestige level 3) Dance of Death ability allows you to move up to your move speed and make 1 attack against each enemy you moved past.

I considered Paimon too. Though Dance of Death was one of the more promising abilities, it also relied on my facing a very large group of enemies. Further, it's only usable once per 5 rounds. And it requires two levels of Binder, and a feat, and I'm already playing a Binder in another campaign, and... Urgh >> It's such a wonderfully useful addition though. I'm keeping it on the list for consideration.

So, I take it that offense is the general consensus for this character?

Dusk Eclipse
2011-07-06, 06:47 PM
I think there was another maneuver from ToB which lets you leave a Wall of Flame like effect after a charge IIRC it also allowed you to move like you want, so... you could add a little of battefield control. And now I am thinking on Tron light-cycles....

Kantolin
2011-07-06, 06:51 PM
Perhaps a chaos incarnate?

Etrivar
2011-07-06, 06:58 PM
My DM hates characters with high land speeds (no real reason, it's just a pet peeve of his), so when we played a gestalt campaign, just to be an ass, I made Daarashar, a Catfolk Monk/Scout with the quick trait, and the dash and run feats. By level 20 the total was: 135 feet per round, 675 per round when sprinting.

To put that into perspective, imagine both yourself and Daarashar at one end of a football field. Say "GO"! Run as hard as you can for three seconds. He's already ordering a water from the concessions stand at the other side.

And that wasn't even with trying very hard, or with magical items.

Now granted, I encountered some of the same problems as you, in that he wasn't the most useful character ever, but he certainly wasn't useless.

In that game the rogue absolutely loved me, because he always had someone in position for a flank.

Ifni
2011-07-06, 07:45 PM
Serious suggestions: if you go Scout, remember to pick up the Improved Skirmish feat (I think it's in Complete Scoundrel), it helps a bit with the lousy level scaling. It requires you to move 20ft instead of 10, but that's clearly not going to be a problem. Swift Hunter is also a nice feat if you need to skirmish undead/constructs.
I'm fond of the Dervish PrC from Complete Warrior: they have to move 5ft between every attack when dervish dancing, so if you build for a ton of skirmish-augmented attacks then movement speed is sometimes a serious limitation, but if you don't have to worry about that, well then :smallwink: Dervish has a decent skill list and lets you take 10 in combat on Balance, Jump and Tumble, as well as giving very very nice bonuses when dervish dancing.

Non-serious suggestions (which are probably in that TO thread): land speed adds to Jump check. Exemplar has an ability that lets you use any skill check in place of a Diplomacy check, iirc. You know you want to develop a legion of fanatical followers by your amazing jumping powers :smalltongue:

Cerlis
2011-07-06, 08:18 PM
I'd look at that movement based PrC in in XPH.

and the point of high speed is outrunning things, catching things, and getting wherever you need to go fast.

Capitalize on the last one. figure out ways to attack as you move and then be able to zip over, trip one guy, zip to another disarm him, then zip to their caster leader and grabble him or provide a flank for the rogue all in one turn.

Flickerdart
2011-07-06, 08:25 PM
You want the Great Flyby Attack from Savage Species. It's like that Paimon ability, but you can use it whenever. All you need is flight (you do have flight, no?). Expeditious Dodge (+2 to AC every round you move 40+ feet) would be a decent investment for you, and would open up stuff like Dervish. If you can somehow boost your size, grab the Multigrab and Improved Multigrab feats. By grabbing a character, running away, dropping him and then running back, you've effectively removed him from the battle.

CommodoreCrunch
2011-07-06, 10:36 PM
Friend of mine made a high movement based character. He made it psionic and used it as a teleport specialist troop-dropper. The DM houseruled a couple lesser and hostile versions of existing psionic teleportation powers so he'd have more to do aside from dimension swap and blasting.
The concept was that he'd run into a bunch of foes and Dimension Swap himself with my Dwarven Knight/Crusader tripmaser, who would proceed to lock that group of foes down while he dropped the rest of our party into strategic locations, moved them about as needed and spent downtime blasting enemies. In the right party, (where most-all PCs benefit from the extra movement) the build has great potential. Sadly, he had to retire said build due to the rest of the party outgrowing their need for his specialty.

Zaq
2011-07-06, 10:39 PM
I'm not sure if this is the latest version of the concept, but I feel like Hood (http://brilliantgameologists.com/boards/index.php?topic=7200.0) might be relevant.

NecroRick
2011-07-06, 11:45 PM
There's always Divine Alacrity. Spend a turn attempt to get +30 to your land speed for 1 turn.

If you're going to charge (or similar) consider Neraph Charge, Fleet of Foot etc.

Then there's the flying rhinoceros foot technique: do an extra d12 + 2d6 on your charge. If you combo in powerful charge and greater powerful charge...

Greater flying rhineceros foot technique: [your unarmed +1 size category] + 2d6 + 1d12 + 2d6

HappyBlanket
2011-07-07, 05:38 AM
tl;dra

Battlefield control, though certainly interesting, means a 7th level maneuver :smalleek: But if I do choose the Swordsage route (which is becoming more and more appealing, I must say), it's certainly something I'll look for, along with a few other Desert Wind maneuvers (Desert Tempest @_@). Maybe Shadow Hand too, since it seems to cover most of things I was looking to do with Psionics. However, I'd like to stay away from tricks that restrict me to straight lines. I'm still looking.

Incarnum is one of the things I haven't considered, but I'll take a look at it... (Oh god, another new system). At a glance, I don't think it's what I'm looking for. A dip, maybe, but Scout or Swordsage seems to be the foremost contenders.

What are Catfolk from? Miniatures Handbook? Also; I intend to beat that speed :smallmad: And I'll do it horizontally.

Scout is one of the most alluring paths at the moment... And Improved Skirmish just made my day, as did Dervish. Fun stuff, fun stuff :smallamused: I'll have to consider whether I want to do ranged or melee (especially since I'm looking at the Quick trait), but if I do melee, I imagine a skirmishing Dervish would be rather fun :D

The Elocater. Beautiful thing. I might want to dip a Psionic class, and then take a level in Elocater just for Scorn Earth... It's so beautiful. Walking on any surface, including walls and ceilings and water, and it simply needs to be relatively flat. But the requirements are Psionic abilities, Spring Attack, Mobility... Actually, with 3 levels of Dervish, I get Spring Attack for free. Are there any ways to get Mobility for free? Dodge has so many substitutes, surely Mobility has something too. And taking a level of Psion, or maybe Psychic Warrior, might be good for me (though again, most of the benefits I intended to receive from Psionics are already covered, like wall walking and such).

Great Flyby is good, but it requires I move in a straight line, which limits it somewhat significantly. I feel that there are better options out there, like Dervish or Desert Tempest; anything that'll let me move freely. And I do intend to have some method of flight, even though I much prefer the runner archetype. Expeditious Dodge goes straight to the looseleaf (which I've transferred to the computer by now, having regained a sliver of intelligence), and the Grabbing... That I will keep in mind.

The troop dropper was one my early concepts, but we'll see. I don't like having down time.

Ah, the Hood. I keep referring to it as the Dragoon >> But yeah, I've looked at it. Movement tips helped plenty, and it gave me some hint to use Psionics.

Fleet of Foot is a tough choice. It certainly makes charging more viable... Maybe I could get some benefit from Great Flyby after all.

...It just occurred to me to check what type of bonuses I'm getting for all this Move. No good in getting a total +50 move if it's all from five different sources of Enhancement.

kardar233
2011-07-07, 05:58 AM
You can get mobility as an item. Think it's in Draconomicon. Don't quote me on the location.

Swordsage gets the Desert Tempest maneuver, which is basically Dance of Death.

Salamander Charge will also work very well. Reminds me of Blaze from Diablo II.

With your high movement, you could fit a lot of enemies into Ring of Fire for 12d6 fire damage each.

Dumbledore lives
2011-07-07, 06:06 AM
Yeah I tried to do this a while ago, and we did end up with the problem of uselessness. Way I figured at a bout level 7 you could have a level of barbarian, cloistered cleric, and 5 levels of incarnate for a base speed of about 80-90. You could increase that in a wide variety of ways, being a xeph for speed boost, expeditious retreat, and chaos incarnate ability.

With all this stuff spring attack becomes moderately useful. Not greatly you understand, but given enough distance you can run up to them, smack them, and run back so far they can't even charge to get you. That is a fairly effective technique against meleers. It also had the standard incarnate stuff, so could be a skill-monkey or whatever too.

In conclusion it's a fun concept which could see use in an actual game, though it will never be that powerful.

HappyBlanket
2011-07-07, 06:20 AM
Well, at least running away is always an option.

edit: If it matters at all (I'm not sure it does), the speed and movement I'm looking for is Mirror's Edge movement. Not Road Runner movement.

NineThePuma
2011-07-07, 06:46 AM
Catfolk are from Races of the Wild.

BoEF has the 'Felid' template that makes you more cat like and you can pick up bonus feats at certain intervals. I believe that Mobility might be one of them, let me check.

excruciarch
2011-07-07, 06:48 AM
Don't forget to pick up your Freedom of Movement ring. Just in case. =)))
PS
There's a good prc for running away, sneak attacking, teleporting: Shadowlord from Un. East. (page 36). Gets shadow walk, shadow pounce and other shadow abilities like shadow discorporation. His spell list is ok too, giving you improv. invisibility as a 2nd level spell and Dimension Door as a 3rd level spell.

HappyBlanket
2011-07-07, 06:48 AM
Catfolk are from Races of the Wild.

BoEF has the 'Felid' template that makes you more cat like and you can pick up bonus feats at certain intervals. I believe that Mobility might be one of them, let me check.

I can't find my BoEF. I'm not sure if I should be dismayed or overjoyed.


Don't forget to pick up your Freedom of Movement ring. Just in case. =)))
PS
There's a good prc for running away, sneak attacking, teleporting: Shadowlord from Un. East. (page 36). Gets shadow walk, shadow pounce and other shadow abilities like shadow discorporation. His spell list is ok too, giving you improv. invisibility as a 2nd level spell and Dimension Door as a 3rd level spell.

Getting caught without Freedom of Movement is an absolutely horrific concept. Shadowlord is something too, but I'm starting to worry about all these dips... I'm starting to look at things that give NAD abilities >>

NineThePuma
2011-07-07, 06:50 AM
I'll go dig mine out and confirm what I said, if you like.

HappyBlanket
2011-07-07, 06:51 AM
I'm sure I'll find my own soon enough, so don't bother xD

NineThePuma
2011-07-07, 06:57 AM
I will note that, through an iffy interpretation of the Monk Fighting Styles stuff in UA, you can get two bonus feats that you don't have to meet the prerequisites for.

Fouredged Sword
2011-07-07, 07:59 AM
I am going to say it once for the record, but nothing more.

Jumplomancer.

There, it has been said.

HappyBlanket
2011-07-07, 08:24 AM
I am going to say it once for the record, but nothing more.

Jumplomancer.

There, it has been said.
Untyped +40 to Jump. From my movement speed.
Come at me bro.

Anyway, in one of those lovely convenient twists of fate, this (http://www.giantitp.com/forums/showthread.php?p=11365725) thread just appeared. Turns out the Mobility Feat is a +1 armor enchantment in the MiC.

Darrin
2011-07-07, 08:48 AM
I think there was another maneuver from ToB which lets you leave a Wall of Flame like effect after a charge IIRC it also allowed you to move like you want, so... you could add a little of battefield control. And now I am thinking on Tron light-cycles....

The maneuver you're thinking of is "Ring of Fire", Desert Wind 6. As a full-round action, move up to double your speed. You leave a trail of flames in your wake, and if your movement forms a closed area, then the entire area erupts in flames and does 12d6 fire damage (Ref save for half, DC = 16 + Wis modifier). You need an Initiator Level of 11 and two Desert Wind maneuvers to pick this up, but a Swordsage dip wouldn't be a horrendously bad idea (lots of movement boosts).

As far as Battle Jump goes, the first thing that springs to my mind is 4500 lbs of stupid (http://community.wizards.com/go/thread/view/75882/19863510/4500_lbs._of_Stupid?pg=1): warforged with adamantine body, augmented expansion to huge size, jump/teleport over your target for 20d6 falling object damage. Adding Battle Jump + Pounce lets you to throw a full attack on there before the big squish, add Dungeon Crasher + Knockback to bull-rush your target into the ground on each attack, and then toss on some armor with the Falling property to negate your own falling damage.

The other idea I had was to use your movement to provoke AoOs, and then use Robilar's Gambit + Double Hit + Karmic Strike to cut them to ribbons as you go by.

HappyBlanket
2011-07-07, 06:30 PM
Scout 5 / Swordsage 1 / Psychic Warrior 2 / Dervish X / Denying Monk 2 / Fighter 2 / Feat Rogue 2 ...What am I even doing here...? What is my BAB!? (With fractional: 11 + 1xDervish. Without fractional: 8 + 1xDervish :smalleek:) Dervish should be a unit of measurement.

Skill Tricks{table]Name | PreReq | Benefit | Priority
Acrobatic Back Stab | Tumble 12 | Move through enemy, render flat footed | Low
Back on your Feet | Tumble 12 | Stand up from Prone, Immediate | Medium
Nimble Stand | Tumble 8 | Stand up from Prone, no AoO | Low
Extreme Leap | Jump 5 | Horizontal Leap provides extra movement | Medium
Slipping Past | Escape Artist 5, Tumble 5 | Slip past tight spot | Low
Wall Jumper | Climb 5 Jump 5 | Leap from Wall | High
Tumbling Crawl | Tumble 5 | 5ft step as a Move
[/table]


ManeuversDesert Wind: Boost. Wind Stride (+10 Move, enhancement)
Desert Wind: Boost. Distracting Ember (flanking toy)
Desert Wind: Boost. Burning Blade (+1d6 damage to all attacks until next turn)
Setting Sun: Strike. Mighty Throw (Dex mod +4 to trip and throw an enemy)
Shadow Hand: Stance. Child of Shadow (Concealment <33333!)
Tiger Claw: Boost. Sudden Leap. (More movement. Cool. Usable)
Tiger Claw: Strike. Wolf Fang Strike. (Two hits as a standard.

Sehrem Argicida, Catfolk skirmishing dancing traceur

Previously the unspoken leader of a small band of outlaws in the dystopian city state of Argus (previously known as the free city of Io, but captured during Sehrem's early childhood). Though the outlaw group is not particularly skilled nor notable, Sehrem's marginally superior abilities allowed the pitiable group to survive by thievery and elusiveness, avoiding the authorities despite a near omniscient regimen. When Argus finally cracked down on Sehrem's group, Sehrem abandoned his friends by escaping the city, choosing to flee in cowardice rather than help them survive. He has no intention of returning, and fears what might happen if he does.

Ability Score Req. Minimums, w/ Catfolk bonuses: Str 8, Dex 22 :smallamused:, Con 16, Int 13, Wis 13, Cha 10

Swordsage: d8. +.75 BAB. 6+Int
Scout: d8. +.75 BAB. 8+Int
Feats Rogue: d6. +.75 BAB. 8+Int
Psychic Warrior: d8. +.75 BAB. 2+Int
Fighter: d10. +1 BAB. 2+Int
Dervish: d10. +1 BAB. 4+Int.
Denial Monk: d8. +.75 BAB. 4+Int

Level 1Swordsage 1
{table]BAB | .75
Skills |
Feats |
Abilities |
{table]







Excuse me, my thoughts are incoherent and stupid, pay them no heed.I looked at the Monk ACFs... I think I can meet Denying Stance's pre reqs without too much hassle. That nets me Combat Reflexes and... Oh. Improved Grapple. Funny how that worked out. Too bad I don't get any speed bonuses from that; though I was already planning on +1 leather for Mobility, so that's a moot point.

Actually, it's Salamander's Charge, I think. But for Ring of Fire... 12d6. Wat... I might take it. Might. I'm not too certain yet; I may not have the room for it. But I think that'll be enough in terms of ideas. The AoO build is certainly something I'll be looking at. Kinda fits with the character too, actually. If I'm lucky I can fit that in with Dervish and Skirmish... I guess that means I'm multiclassing to Fighter for two levels... Lawl. Or I could multiclass to ACF Wizard w/ Fighter Bonus Feats for one level, to get Con as a class skill. That makes it easier to qualify for Elocater. I guess that means I'm dipping Wizard and Psion xD Okay that just sounds ridiculous. I'm not even sure if Scorn Earth works the way I expect. Maybe a single level of Psion and Up the Walls will suffice... Especially since Up the Walls is only limited by Movement speed.

...Uguu... Those AoO feats... I guess that means no Quick for me. So much for my 18 AC...

ANYWAY. Here are the feats I'm looking at. Class progression is undecided, as is the majority of the build. I will be a Catfolk. My primary stat will be Dex, my secondary stat will be Con (Int?), and my dump stats will be Str, Wis, and Cha. My weapons will likely be two daggers (Shadow Hand weapons, Slashing for Dervish, etc). Good old reliable daggers.
Feat List:
Weapon Finesse (http://dnd.savannahsoft.eu/feat-3102-weapon-finesse.html) (Feycraft instead?) Free
Shadow Blade (http://dnd.savannahsoft.eu/feat-2556-shadow-blade.html)
Improved Skirmish (http://dnd.savannahsoft.eu/feat-1560-improved-skirmish.html)
Combat Reflexes (http://dnd.savannahsoft.eu/feat-403-combat-reflexes.html) (pre req)
Robilar's Gambit (http://dnd.savannahsoft.eu/feat-2465-robilar-s-gambit.html)
Two Weapon Fighting (http://dnd.savannahsoft.eu/feat-2998-two-weapon-fighting.html) (pre req)
Improved Two Weapon Fighting (http://dnd.savannahsoft.eu/feat-1593-improved-two-weapon-fighting.html) (pre req)
Double Hit
(http://dnd.savannahsoft.eu/feat-690-double-hit.html)Combat Expertise (http://dnd.savannahsoft.eu/feat-394-combat-expertise.html) (pre req)
Expeditious Dodge (http://dnd.savannahsoft.eu/feat-990-expeditious-dodge.html) (pre req)
Karmic Strike (http://dnd.savannahsoft.eu/feat-1708-karmic-strike.html)
Mobility (http://dnd.savannahsoft.eu/feat-1975-mobility.html) (pre req)
Wild Talent (http://dnd.savannahsoft.eu/feat-3142-wild-talent.html)
Up the Walls (http://dnd.savannahsoft.eu/feat-3035-up-the-walls.html)
Weapon Focus (Dagger) (http://dnd.savannahsoft.eu/feat-3105-weapon-focus.html) (pre req)
Battle Jump...? (http://dnd.savannahsoft.eu/feat-187-battle-jump.html) Actually...

This is an absolutely preposterous amount of feats... Time to get creative.

At Psychic Warrior 2, I get two bonus feats; Fighter or Psionic. This rids the need for Wild Talent. I can take Up the Walls and Expeditious Dodge.
I can get an item for Mobility.
At Scout 4, I can get Combat Expertise.
At Denying Monk 2, I can get Combat Reflexes. And Improved Grapple, I guess.
Fighter 2, obviously, and I get Two Weapon Fighting and Improved Two Weapon Fighting.
As an alternate Rogue, I get bonus feats as a Fighter; Double Hit and Robillar's Gambit.

Karmic Strike (http://dnd.savannahsoft.eu/feat-1708-karmic-strike.html)
Level 1: Travel Devotion (http://dnd.savannahsoft.eu/feat-2966-travel-devotion.html)
Level 3: Weapon Finesse (http://dnd.savannahsoft.eu/feat-3102-weapon-finesse.html)
Level 6:
Shadow Blade (http://dnd.savannahsoft.eu/feat-2556-shadow-blade.html)
Level 9: Weapon Focus (Dagger) (http://dnd.savannahsoft.eu/feat-3105-weapon-focus.html) (pre req)
Level 12: Improved Skirmish (Improved Skirmish

...Do I have feats... Left over? Looks like I can get rid of a feat class or two :smallcool:


...! Oh shoot, I forgot Travel Devotion! That was a fluff thing too! Argh!

((I haven't used Incarnum. I might put a bunch of Incarnum levels once I've read through the book, but I'm still a newbie, and I haven't even touched Binders, Swordsages, or Psions until very recently. I've finally hit that point where a new system is just enough to overwhelm me (but again: I do plan on learning about it).))[/SPOILER]

NineThePuma
2011-07-07, 06:37 PM
I believe it's Tiger Claw.

Wolf Fang Strike lets you do it as a Standard Action, instead of the usual Full Round action.

TheRinni
2011-07-07, 06:37 PM
I looked at Scout, naturally. I felt a bit underwhelmed by Skirmish, since the requirement for 10ft of movement seemed a bit underwhelming (oh wow that was recursive). Surely I can sacrifice more for something. I hadn't considered Manyshot though, and actually missed the section on Ranged Skirmishing (which is bizarre in retrospect). I was also rather put off by the level scaling, though frankly that was back when I expected to take 6 levels of Fighter and some of Psion.


Something you might want to look into: I think there's an Improved Skirmish feat in Complete Scoundrel. It increases the damage dealt, AC gained, and increases the movement speed requirements to 20ft.

With the increased AC, given because you're harder too hit as you're moving quickly. I think it's very Mirror's Edge-esque.

Combine that with maxed-out tumble ranks (so you can move without provoking attacks of opportunity), and you've pretty much got Hope.

HappyBlanket
2011-07-07, 06:38 PM
I believe it's Tiger Claw.

Wolf Fang Strike lets you do it as a Standard Action, instead of the usual Full Round action.

-facepalm- Dammit. Not again.

Thanks for the clarification.


Something you might want to look into: I think there's an Improved Skirmish feat in Complete Scoundrel. It increases the damage dealt, AC gained, and increases the movement speed requirements to 20ft.

With the increased AC, given because you're harder too hit as you're moving quickly. I think it's very Mirror's Edge-esque.

Combine that with maxed-out tumble ranks (so you can move without provoking attacks of opportunity), and you've pretty much got Hope.

Already have it as my 12th level feat! :D

And it's Faith :smallannoyed: But I've got hope too.
Also, thanks to that feat sucking AoO tactic I bludgeoned into my build, I have to let enemies take their AoOs against me >> Looks like I need Con...

TheRinni
2011-07-07, 06:44 PM
-facepalm- Dammit. Not again.
Already have it as my 12th level feat! :D

xD Sorry, somehow I missed the 2nd page of this thread. Anyways, have you considered looking into Skill Tricks? The acrobatic ones look perfect for a freerunner. They look nifty and fun, but I don't know how they work out mechanically.

Lord Ruby34
2011-07-07, 06:47 PM
You could pick up gloves of the balanced hand for a free TWF, or Improved TWF if you have TWF.

HappyBlanket
2011-07-07, 06:54 PM
Oooh, yes. I definitely looked at skill tricks. So, so many skill tricks... Back on your feet; because Up the Wall makes me go splat on occasion! Corner Perch; just to be a jerk! Extreme Leap; because why not another +10 move?! Acrobatic Backstab! Because why not!? Speedy Ascent, Wall Jumper, Whip Climber! Mwahahaha!

...It occurs to me now that I don't really have any bonuses to Movement. Go figure. 55 move speed, I guess... Hm. Guess that means I'm taking a Barbarian level too, if I really have to. No. No more classes. No no no no... Maybe.


You could pick up gloves of the balanced hand for a free TWF, or Improved TWF if you have TWF.

Oh thank god. Every level not spent on Fighter is a level well spent.

deuxhero
2011-07-07, 06:55 PM
^Unless its a level in say... Samurai, or Soul Knife :)


If you're going to get up to high levels, there's always Chuck.

CO Diary: Diary of Chuck (http://brilliantgameologists.com/boards/index.php?PHPSESSID=ie2rirjdf0p154numb9hrv8811&topic=330.0)

Basically, Chuck gets his speed as high as possible and uses Tornado Throw, an 8th level Setting Sun maneuver from the book Tome of Battle. It can result in massive damage, throwing your opponents out of the solar system, or both.

Warning: Theoretical optimization is not always a good idea to play in a casual game.

Dragon Kick your ass into the Milky Way! (Milky Way!)

HappyBlanket
2011-07-07, 07:05 PM
Psh, you get what I mean xD
Actually, I need the BAB from Fighter. Farewell Bonus Feat Rogue. You will not be missed.

Then again... I'm not yet sure, but I might need TWF early. Those gloves might not be available... Still. They're a feat slot.

So then, I guess I should start working on Powers and stuff.

aquaticrna
2011-07-07, 07:13 PM
don't forget dervish dance's bonuses to hit and damage, they can definitely help mitigate all the loss of BAB, also, are you using fractional BAB or not? caus that could really help here

Slipperychicken
2011-07-07, 07:17 PM
Doesn't look like anyone's mentioned it, but for flight the Feathered Wings Fiendish Graft from Fiend Folio could be useful (flight(ex) at double land speed, average maneuverability, 10,000gp). The Pectoral of Maneuverability (draconomicon 83, 12k gp) maneuverability by one step (or 90k for 2 steps), and the feat Improved Flight does so as well, you can take it twice for (ex) perfect flight. (Complete Adventurer 110 does as well).

Also, I've always wondered whether Battle Jump could be triggered by jumping to the the requisite height vertically from the ground next to an opponent (high-jumping), then falling. If it actually works, it'd be wonderfuly useful for a character with lots of movement to spare.

HappyBlanket
2011-07-07, 07:17 PM
don't forget dervish dance's bonuses to hit and damage, they can definitely help mitigate all the loss of BAB, also, are you using fractional BAB or not? caus that could really help here

Probably using fractional; that boosts my BAB from 8 to 11 (fixed). And with Weapon Finesse, and my Catfolk dex bonus, I could have +6 to accuracy at level one. Not bad... Especially when that +6 translates to damage from Shadow Blade. Anyway, I was more worried about not meeting prerequisites; Robillar's Gambit requires me to have a BAB of 12.


Doesn't look like anyone's mentioned it, but for flight the Feathered Wings Fiendish Graft from Fiend Folio could be useful (flight(ex) at double land speed, average maneuverability, 10,000gp). The Pectoral of Maneuverability (draconomicon 83, 12k gp) maneuverability by one step (or 90k for 2 steps), and the feat Improved Flight does so as well, you can take it twice for (ex) perfect flight. (Complete Adventurer 110 does as well).

Oh yeah, I forgot about flight. Huh.
Also, I'm going to pretend that you didn't just imply the need for more feats.