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GrayDeath
2018-01-12, 04:15 PM
Hey there!

For a Homebrew Class I am building at the moment (whose alpha version isa already on display in the Homebrew thread, the Wanderer, here is the Link:http://www.giantitp.com/forums/showthread.php?545951-The-Wanderer ) I got a complaint by a friend and co-gamer that its movement bonuses where too high.

Now to make sure that is not the case: Pelase, all of you with encyclopedic rtules knowledge, help me find the following.
the single 3.p Class with the highest bonus to Movment speed
The maximum 3 class combination that gives the highest bonuses to movmeent speed.
The theoretical maximum on bonuses to movement speed ina 0lvl build.

thank you all in advance!

frogglesmash
2018-01-12, 04:38 PM
Two question.
1. How much move speed did your homebrew class grant?
2. is having a ludicrous move speed bad for game balance.

IMO the only way high move speed could be a problem is if it was high enough to be a good substitute for teleportation, or potentially as a part of some sort of charge build.

Remuko
2018-01-12, 04:39 PM
Hey there!

For a Homebrew Class I am building at the moment (whose alpha version isa already on display in the Homebrew thread, the Traveller) I got a complaint by a friend and co-gamer that its movement bonuses where too high.

Now to make sure that is not the case: Pelase, all of you with encyclopedic rtules knowledge, help me find the following.
the single 3.p Class with the highest bonus to Movment speed
The maximum 3 class combination that gives the highest bonuses to movmeent speed.
The theoretical maximum on bonuses to movement speed ina 0lvl build.

thank you all in advance!

I cant find this homebrew thread of yours. I was going to check your "alpha version" out but can't find it.

Darrin
2018-01-12, 05:01 PM
Totemist dip to pick up the Dread Carapace soulmeld is probably the best... unless you're trying to use the cheetah's Sprint (Ex) ability to break the sound barrier, in which case a dip into something that gives you Wild Shape would be what you're looking for: Abolisher (Lords of Madness) or Shapeshifter (Oriental Adventures), for example.

This post (http://www.giantitp.com/forums/showsinglepost.php?p=15535646&postcount=34) lists some of the various ways to crank up your speed.

ExLibrisMortis
2018-01-12, 05:31 PM
Blade Dancer (Oriental Adventures page 37) triples your speed and grants a +30 bonus to Balance, Jump, and Tumble over ten class levels. It's intended to be a wuxia fighter, I think, lots of high leaps and wall-walks.

Zaq
2018-01-12, 11:16 PM
Blade Dancer (Oriental Adventures page 37) triples your speed and grants a +30 bonus to Balance, Jump, and Tumble over ten class levels. It's intended to be a wuxia fighter, I think, lots of high leaps and wall-walks.

It's also an absolute bear to get into (at least if you care about doing anything else other than simply qualifying for Blade Dancer). +7 BAB, 12 ranks each in Jump and Tumble, spells of some kind, a minor proficiency tax (obnoxious if you want to be a Monk or something for some strange reason), and three garbage feats? Skilled City Dweller makes the skill requirement a little more bearable, but still, oof. That's not a fun pile of prereqs. (And there's an alignment restriction to boot, just in case you thought you'd sneak in as a Barbarian or something.)

Probably the largest always-on bonus you can get to Jump checks in a single level, though, assuming you can get in.

Goaty14
2018-01-13, 12:03 AM
The jumplomancer comes to mind, (ab)usable falling object damage, and jump in general.

khadgar567
2018-01-13, 01:39 AM
well i hit 2100 feet movement speed using spheres of power with mount so its not hard to rack up movement speed with little optimization.

WhamBamSam
2018-01-13, 02:29 AM
As is usually the case in 3.5, the best way I know of to charge up your speed is with magic or Wild Shape. Assume the form of a Mercury Dragon and you're up to 200ft flight or more. If you only care about moving really fast in one direction, combine with Darrin's Cheetah's Sprint suggestion on a Wild Shape build and get up to 1000 ft. I think there's an old 3.0 item (Horned Helm maybe?) that doubles movement speed as well.

The most destructive thing you can do by charging up movement speed is charge up Tornado Throw. A tiny-sized Mercury Wyrmling, with its 200ft (perfect) fly speed can get high enough trip checks using Tornado Throw to dribble the Tarrasque around like a basketball. That requires an initiator level of 17, of course, so it may not matter for this homebrew class, unless you can get the bonuses you want from only 6 levels or it has an initiator level.

Darrin
2018-01-13, 09:34 AM
The most destructive thing you can do by charging up movement speed is charge up Tornado Throw.

More destructive than Roof-Jumper? (Feat from Cityscape, +1d6 damage for each 10' you "fall" on an opponent from above.) I got a swanmay to do 449d6 damage on a power dive (http://www.giantitp.com/forums/showsinglepost.php?p=18076139&postcount=300). I fiddled around with Abolisher 1/Geomancer 9 to see if I could get it working sooner, but the best I could do was around ECL 16ish.

khadgar567
2018-01-13, 09:50 AM
More destructive than Roof-Jumper? (Feat from Cityscape, +1d6 damage for each 10' you "fall" on an opponent from above.) I got a swanmay to do 449d6 damage on a power dive (http://www.giantitp.com/forums/showsinglepost.php?p=18076139&postcount=300). I fiddled around with Abolisher 1/Geomancer 9 to see if I could get it working sooner, but the best I could do was around ECL 16ish.
more like how to pull mario in dnd more like it

GrayDeath
2018-01-13, 09:55 AM
well i hit 2100 feet movement speed using spheres of power with mount so its not hard to rack up movement speed with little optimization.

We ar enot using Spheres of Anything, so yeah...


As is usually the case in 3.5, the best way I know of to charge up your speed is with magic or Wild Shape. Assume the form of a Mercury Dragon and you're up to 200ft flight or more. If you only care about moving really fast in one direction, combine with Darrin's Cheetah's Sprint suggestion on a Wild Shape build and get up to 1000 ft. I think there's an old 3.0 item (Horned Helm maybe?) that doubles movement speed as well.

The most destructive thing you can do by charging up movement speed is charge up Tornado Throw. A tiny-sized Mercury Wyrmling, with its 200ft (perfect) fly speed can get high enough trip checks using Tornado Throw to dribble the Tarrasque around like a basketball. That requires an initiator level of 17, of course, so it may not matter for this homebrew class, unless you can get the bonuses you want from only 6 levels or it has an initiator level.


OK, to clarify: Base Movement Speed. On land. Without Spells, Shapechange, and any other supernatural shennannigans.

Not absolutely insane amounts of under Circumstance X and with Feat Y I can reach Speed Z, although the numbers mentioned so far make my Wanderer seem non problematic, as I thought.

I also added the link to it in the OP, just to make sure. :)

Thanks for all the answers so far.

Hellpyre
2018-01-13, 10:12 AM
Looking at the link, the speed bonus is just barely over that of a monk, so it should be fine. If it really seems like an issue, just straight replace it with Fast Movement progression from Monk to give it a firmly defensible basis.

WhamBamSam
2018-01-13, 10:45 AM
More destructive than Roof-Jumper? (Feat from Cityscape, +1d6 damage for each 10' you "fall" on an opponent from above.) I got a swanmay to do 449d6 damage on a power dive (http://www.giantitp.com/forums/showsinglepost.php?p=18076139&postcount=300). I fiddled around with Abolisher 1/Geomancer 9 to see if I could get it working sooner, but the best I could do was around ECL 16ish.Easily, though you need to be ECL 20, or 17 with UMD or a friendly caster Polymorphing you. Take a Wild Shape Ranger 6/Swordsage 14 assuming the form of a Very Young Mercury Dragon with Dragon Wild Shape, and using Quicksilver Motion+Tornado Throw. He moves 200 ft with Quicksilver Motion, which on the chassis of a small creature with 10 Str and no Improved Trip, is starting us off at +80 on the first throw after 10 ft of Tornado Throw movement, and it goes up from there. For comparison, as a Colossal quadruped, the Tarrasque has a +37 check to resist. Each 5 points by which you win the check on a given trip adds 1d6 to the base 2d6 damage per throw, so you win by about 40 on average for the first throw for 7d6, and increase by 4/5 of a d6 on average on each of the subsequent 39 throws. That'll easily average out to more than 10.5d6 per throw, which is all I need to get to 450d6. And of course, I can spread the damage out among multiple enemies as needed, whereas Roof-Jumper is single target, and most enemies will lose the check by more than Big T will.

Gnome Alone
2018-01-13, 01:47 PM
OK, to clarify: Base Movement Speed. On land. Without Spells, Shapechange, and any other supernatural shennannigans.

Not absolutely insane amounts of under Circumstance X and with Feat Y I can reach Speed Z, although the numbers mentioned so far make my Wanderer seem non problematic, as I thought.

Oh ho, completely mundane speediness you say? I’m unhealthily interested in this idea.

Barbarian 1 gets Fast Movement, as does Wildshape Ranger 1, and Scout 3, and Monk 3. Assuming those all stack (I think they do because [most of?] the bonuses are untyped), that’s +40 feet right there. The Quick trait adds another 10, the Dash feat adds 5. The Celerity Domain adds 10 feet too, but then that requires being a cleric, which I suppose runs afoul of the no-magic clause. The Dark template, perhaps acquired through the Collar of Umbral Metamorphosis, adds another 10. And then you could start with a race that has extra movement in the first place, like Catfolk – you’d be an 8th level barbarian/ranger/scout/monk kitty cat that people couldn’t see very well, with 105 feet movement speed. I’m sure it’s possible to do better, even with the Muggle restriction, but that’s as good as I can do it.

ExLibrisMortis
2018-01-13, 08:44 PM
Oh ho, completely mundane speediness you say? I’m unhealthily interested in this idea.

Barbarian 1 gets Fast Movement, as does Wildshape Ranger 1, and Scout 3, and Monk 3. Assuming those all stack (I think they do because [most of?] the bonuses are untyped), that’s +40 feet right there. The Quick trait adds another 10, the Dash feat adds 5. The Celerity Domain adds 10 feet too, but then that requires being a cleric, which I suppose runs afoul of the no-magic clause. The Dark template, perhaps acquired through the Collar of Umbral Metamorphosis, adds another 10. And then you could start with a race that has extra movement in the first place, like Catfolk – you’d be an 8th level barbarian/ranger/scout/monk kitty cat that people couldn’t see very well, with 105 feet movement speed. I’m sure it’s possible to do better, even with the Muggle restriction, but that’s as good as I can do it.
Well, any wyrmling dragon will out-fly that (and many of them have no casting yet). Mercury dragons are particularly obnoxiously fast, having a 200' (perfect) fly speed, and they're available at ECL 5. However, even when considering base land speed, they are faster than dark catfolk, having a 60' land speed. Not bad, for something supposedly the size of a cat...

Nifft
2018-01-13, 10:02 PM
Well, any wyrmling dragon will out-fly that (and many of them have no casting yet). Mercury dragons are particularly obnoxiously fast, having a 200' (perfect) fly speed, and they're available at ECL 5. However, even when considering base land speed, they are faster than dark catfolk, having a 60' land speed. Not bad, for something supposedly the size of a cat...

Plus, of course, you can put a Collar of Umbral Metamorphosis on a PC who transforms into a Mercury Wyrmling and get that juicy +50% multiplier on a much larger base speed.