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qwertyu63
2013-05-14, 10:45 AM
I'm building a scout, and I need to increase his speed. I currently have 60 ft, but I want 70 ft...

I am able to add on another level if need be. The character so far is as follows:

Kyle
Netural Good Human
Scout 9/Barbarian 1

Str: 8 (-1)
Dex: 20+4:24 (+7)
Con: 10 (+0)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 10 (+0)

HP: 30/30
AC: 22 (10+6 Dex+6 Armor)
Speed: 70 ft (14 squares)
BAB: +7/+2
Saves: Fort +6, Ref +10, Will +5
Initiative: +10

Weapon: Two +1 Eager Daggers (+13 and +13, 1d4+1 [19-20, x2], grant +2 init and +2 damage on 1st round and/or surprise round) [full attack adds /+8 to one of those attacks]
Armor: +2 Glamered Chain Shirt (AC +6, ACP -1)

Class Abilities:
Skirmish: +3d6 damage on attacks and +2 AC in a round where you move 10' or more
Fast Movement (Scout): Speed +10'
Fast Movement (Barbarian): Speed +10'
Flawless Stride: Ignore terrain that slows movement
Trackless Step: May choose not to leave tracks in nature
Evasion, Uncanny Dodge
Battle Fortitude: +1 to Fort saves and Initiative (accounted for)
Camoflage: Can always use hide in nature
Rage: Doesn't use this
Trapfinding

Feats/Trait/Flaw:
-Dodge (+1 AC vs. chosen foe, change any action)
-Mobility (+4 AC vs. AoO for leaving threatened area)
-Track (Can track)
-Weapon Finesse (Add Dex instead of Str to light weapons)
-Improved Skirmish (If moves 20' feet, skirmish increases by +2d6 and +2 AC)
-Two-Weapon Fighting (Reduce penalties for fighting 2-weapon)
~Combat Reflexes (Gets extra AoO equal to Dex bonus)
~Spring Attack (Can attack in the middle of a move)
Trait: Quick (+10' speed, -1 HP gain/level)
Flaw: Frail (-1 HP gain/level)

Skills:
-Spot: 12 ranks (+2 Wis=+14)
-Listen: 13 ranks (+2 Wis=+15)
-Sense Motive: 12 ranks (+2 Wis=+14)
-Survival: 13 ranks (+2 Wis=+15)
-Balance: 12 ranks (+7 Dex-1 ACP=+18)
-Move Silenty: 12 ranks (+7 Dex-1 ACP=+18)
-Hide: 12 ranks (+7 Dex-1 ACP=+18)
-Tumble: 12 ranks (+7 Dex-1 ACP=+18)
-Climb: 13 ranks (-1 Str-1 ACP=+11)
-Speak Language: 12 ranks (N/A)

Inventory: [WBL 9: 49000]
Travel Cloak: Endure cold, rations/water/tea for self, becomes tent 1/day (1200 gp)
+1 Eager Dagger *2 (8302*2 gp)
+2 Glamered Chain Shirt: (6950 gp)
Restful Crystal: Sleeping in armor causes no fatigue (500 gp) [on chain shirt]
Gloves of Dexterity +4 (16000 gp)
Boots of Striding and Springing: +10' move, +5 Jump (5500 gp)

Sub-total remaining: 2246 gp

Languages: Common, Elven, Dwarven, Halfling, Draconic, Celestial, Infernal, Abyssal, Goblin, Orc, Aquan, Auran, Ignan, Terran.

Verditude
2013-05-14, 10:53 AM
You can dip Barbarian 1, which gets you an extra 10 ft (since it's an unnamed bonus, it stacks).

qwertyu63
2013-05-14, 10:57 AM
You can dip Barbarian 1, which gets you an extra 10 ft (since it's an unnamed bonus, it stacks).

Well... how did I miss that? Thank you.

Flickerdart
2013-05-14, 11:04 AM
Granted, Barbarian's best feature when dipped by Scouts is the Pounce, which replaced Fast Movement.

qwertyu63
2013-05-14, 11:24 AM
Granted, Barbarian's best feature when dipped by Scouts is the Pounce, which replaced Fast Movement.

Meh, the central point of this guys battle-plan is Spring Attack. Being at 70' move, I can start 35' away, move to you, attack, and then finish 35' away (i.e. 5 further then most can move. If you don't have a way to move faster then 30' and still attack, then only ranged attacks can save you).

Reverent-One
2013-05-14, 11:27 AM
If you don't have a way to move faster then 30' and still attack, then only ranged attacks can save you.

Basically everyone does, Charge.

Green Leviathan
2013-05-14, 11:31 AM
they could charge or ready an action as well. that said sounds fun.

Asteron
2013-05-14, 11:38 AM
There is the Dark template from Tome of Magic. It adds +10 ft speed as well as darkvision...

qwertyu63
2013-05-14, 11:39 AM
Basically everyone does, Charge.

Huh, I was always under the impression that had to be done in a straight line. Learn something new every day. Thanks.

Namfuak
2013-05-14, 11:44 AM
Huh, I was always under the impression that had to be done in a straight line. Learn something new every day. Thanks.

Assuming you don't move behind cover, they can move to you in a straight direction - It doesn't have to be done in an orthogonal direction based on tiles.

Miranius
2013-05-14, 11:47 AM
There`s a magical item in Stormwrack, a shortspear for a few k, that doubles any speed you have.
Plus there`s the unseely-fey template in the dragon compendium that gives you fly speed double to your land speed.
Plus you should look into grafts. As far as i know there are some cheap ones that enhance your land speed as well.


combine.

profit.

Nettlekid
2013-05-14, 11:58 AM
There`s a magical item in Stormwrack, a shortspear for a few k, that doubles any speed you have.
profit.

Can you cite me the page on that? I can't seem to find it, but it would be awesome if it exists.

qwertyu63
2013-05-14, 11:59 AM
Can you cite me the page on that? I can't seem to find it, but it would be awesome if it exists.

I just flipped through the Magic items section of that book, it doesn't seem to be there. I second the awesomeness though.

Darrin
2013-05-14, 12:11 PM
Dash feat (Complete Warrior)
Improved Speed feat (Draconomicon)
Planar Touchstone feat -> Catalogues of Enlightenment -> Celerity Domain power (Planar Touchstone/Spell Compendium)
Crystal of Alacrity (MIC)
Boots of the Unending Journey (MIC)
Sandals of the Light Step (MIC)

Slipperychicken
2013-05-14, 12:23 PM
Ride something like a Light Warhorse, give it Horseshoes of Speed, and you're already at 90ft... for way less investment, and you can spur it for another 10ft. Maybe take Wild Cohort if you need it to tank hits. Be Small and ride a Pony or Kangaroo if you need to fit in Medium spaces.

Cog
2013-05-14, 12:29 PM
Ride something like a Light Warhorse, give it Horseshoes of Speed, and you're already at 90ft... for way less investment. Maybe take Wild Cohort if you need it to tank hits. Be Small and ride a Pony or Kangaroo if you need to fit in Medium spaces.
Errata prevents Skirmish from working when mounted.

Slipperychicken
2013-05-14, 12:32 PM
Errata prevents Skirmish from working when mounted.

Dafuq? Historically, mounted skirmishing was a widely-used and effective tactic... (and it still is, with increasing reliance on aircraft, land vehicles, and hit-and-run combat)

jindra34
2013-05-14, 12:37 PM
Dafuq? Historically, mounted skirmishing was a widely-used and effective tactic... (and it still is, with increasing reliance on aircraft, land vehicles, and hit-and-run combat)

You may not have noticed but 3.5 doesn't take well to using logic, reflective titles, or historical accuracy. So its not unexpected.

Cog
2013-05-14, 12:42 PM
Dafuq? Historically, mounted skirmishing was a widely-used and effective tactic... (and it still is, with increasing reliance on aircraft, land vehicles, and hit-and-run combat)
That kind of skirmishing is better represented in the rules by Ride-By Attack and other mounted charging abilities. That's probably for the best, as the Skirmish ability is precision damage and so is negated by a bunch of things that warhorse-propelled lances maybe shouldn't be.

iDesu
2013-05-14, 12:47 PM
Rapid Wrath, a spear from ghostwalk (pg 66), doubles the speed of any creature that carries it.

qwertyu63
2013-05-14, 12:54 PM
Rapid Wrath, a spear from ghostwalk (pg 66), doubles the speed of any creature that carries it.

Well, that really helps. Off to add that and a least crystal of return.

Miranius
2013-05-14, 12:55 PM
exactly that one, just a minute too late to correct myself :smallyuk:

Rapid Wrath: This +1 mighty cleaving shortspear doubles
the speed of a creature that carries it. It bears no
unusual markings, but if left unattended, the wooden
end draws the symbol of Wyst in the dirt or dust if
such is present.
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, divine power, expeditious retreat; Market Price:
11,702 gp; Cost to Create: 6,002 gp + 456 XP.

the_archduke
2013-05-14, 12:56 PM
Speed kills...

Or rather sacrificing everything for speed will get you killed.

10 con and two flaws/traits that each give you -1 hp/level

How on earth do you plan to survive getting hit?

30 hp at level 10?!?!

Failed Phantasm
2013-05-14, 12:56 PM
I know someone mentioned the Planar Touchstone method above, but you could also outright dip one level of Cleric and pick up the Celerity and Travel Domains, and then you'll have the option to swap the domain for Travel Devotion if you so choose. If you wait to swap them, you'll have Longstrider (+10 foot enhancement bonus to movement speed; 1 hr/level duration) in the meantime, which is the Travel Domain's 1st level spell and you have enough Wisdom to cast it.

Green Leviathan
2013-05-14, 01:01 PM
Get bit by a were-cheetah. x10 speed.

qwertyu63
2013-05-14, 01:03 PM
Speed kills...

Or rather sacrificing everything for speed will get you killed.

10 con and two flaws/traits that each give you -1 hp/level

How on earth do you plan to survive getting hit?

30 hp at level 10?!?!

I plan to survive getting hit by not getting hit. Also, I forgot to add on the Barbarian hit die, so it's a bit higher. (I know it's not the best option, but it's what I'm going for here)

Slipperychicken
2013-05-14, 01:30 PM
I plan to survive getting hit by not getting hit

This usually ends... poorly. A Con of 14 is strongly recommended on any character, although someone who isn't in the line of fire can usually scrape by with a 12 (and even then, you're squishy and will die quickly if hit).

Flickerdart
2013-05-14, 02:58 PM
I plan to survive getting hit by not getting hit.
With AC22 and those saves, you're going to be getting hit all the time. Let's take a look at some CR10 guys.

Cerebrelith: Hits you on an 8, plus can hit you with a 9d10 Mind Thrust (average 49.5 damage) that you only have a 25% chance of avoiding. You only hit it on a 12+, and your attack will likely deal very little damage, as it has DR 10/good. Has 10ft reach, so it doesn't need to move 35 to get you. Teleports, so you can't run away.

Bebelith: Hits you on a 3, has a 40ft movement speed so catching up isn't a problem, you need an 18 on your Fort save to resist its poison, and it can web you in place (you have neither the strength nor Escape Artist ranks necessary to get out) and then eat you at its leisure. Has the same 10 DR so you can barely scratch it, and also teleports. Has 15ft reach.

Fire Giant: Hits you on a 2, has 10ft reach so it can catch up to you, or can just throw rocks at you. Deals more damage than you with any attack.

Clay Golem: Your skirmish is useless against it, it can haste itself to exceed your Spring Attack range, its DR means that you can't damage it. Hits you on an 8.

Guardian Naga: You need a 13+ to avoid its 30ft range venom, it has a 40ft move speed plus reach, and also casts spells, so it can use Scorching Ray to shoot you (hitting your touch AC on a 6).

How were you planning not to get hit, again?

questionmark693
2013-05-14, 05:10 PM
Check out the Dark Template, LA +1 or +0. depending, its in the back of a FR quest book, Cormyr: The Tearing of the Weave. Adds (among other things) a 10' speed bonus, I can't recall if it's enhancement or not offhand though.

Logic
2013-05-14, 10:33 PM
I plan to survive getting hit by not getting hit. Also, I forgot to add on the Barbarian hit die, so it's a bit higher. (I know it's not the best option, but it's what I'm going for here)
Not going to work out very well, you need more...

With AC22 and those saves, you're going to be getting hit all the time. Let's take a look at some CR10 guys.

Cerebrelith: Hits you on an 8, plus can hit you with a 9d10 Mind Thrust (average 49.5 damage) that you only have a 25% chance of avoiding. You only hit it on a 12+, and your attack will likely deal very little damage, as it has DR 10/good. Has 10ft reach, so it doesn't need to move 35 to get you. Teleports, so you can't run away.

Bebelith: Hits you on a 3, has a 40ft movement speed so catching up isn't a problem, you need an 18 on your Fort save to resist its poison, and it can web you in place (you have neither the strength nor Escape Artist ranks necessary to get out) and then eat you at its leisure. Has the same 10 DR so you can barely scratch it, and also teleports. Has 15ft reach.

Fire Giant: Hits you on a 2, has 10ft reach so it can catch up to you, or can just throw rocks at you. Deals more damage than you with any attack.

Clay Golem: Your skirmish is useless against it, it can haste itself to exceed your Spring Attack range, its DR means that you can't damage it. Hits you on an 8.

Guardian Naga: You need a 13+ to avoid its 30ft range venom, it has a 40ft move speed plus reach, and also casts spells, so it can use Scorching Ray to shoot you (hitting your touch AC on a 6).

How were you planning not to get hit, again?
...save bonuses, Armor class, to-hit bonuses, damage bonuses.
Sorry to be a Negative Nancy, but I don't see your build being as effective as you think it is going to be. Especially since charge exists, reach weapons exist, ranged weapons exist, etc. And if the pathfinder feat Stand Still (http://www.d20pfsrd.com/feats/combat-feats/stand-still-combat---final) is available to your foes, one day your character is going to have a BAD BAD day.

Slipperychicken
2013-05-14, 11:21 PM
Looking over your build, your flaws and dumped Con gave you 30hp at level 10. For reference, 30hp was acceptable for squishies back at level 4. And you will regularly pass within 30ft of enemies and directly damage them, making yourself a prime target. Just a warning from experience: Unless you are playing with an easy-mode DM, you will die.

My recommendation is: to boost Con to 14, drop Cha to 8 (people overreact to this. it's only slightly below average), wisdom to 12, and not take the flaws (frail, quick) which dump your hit points. It'll bring your hp up to 70, which is far more realistic for a rogue-type.

Why do you want all this move-speed anyhow?

Anyway, you'll want some Cold Iron and Silver weapons to overcome enemy DR (and politely ask your knowledge-specialists to tell you when to use them).

Logic
2013-05-14, 11:51 PM
Why do you want all this move-speed anyhow?
The OP addressed this as his second or third post.

Meh, the central point of this guys battle-plan is Spring Attack. Being at 70' move, I can start 35' away, move to you, attack, and then finish 35' away (i.e. 5 further then most can move. If you don't have a way to move faster then 30' and still attack, then only ranged attacks can save you).