boots/other that improve speed [Archive] - Wizards Community

Post/Author/DateTimePost
noahconstrictor

04-17-06, 01:45 PM
so i'm playing this cleric who wears full plate, and thus moves 20 ft per round. this has been a total saddlebag for him. the fighter has improved charge feats and all so can rush right up without getting whacked in return, but my poor cleric can take several rounds to get into battle. i guess this is a 2 part question.

1) are there any items that improve movement? particularly items that would be affordable to a 8th level character.

2) can you make your full move and then cast a spell? that would at least make me happier to move halfway to the bad guys and then be able to cast divine power or something.

oh yeah, and what book! thanks
Nom

04-17-06, 11:08 PM
Outdoors, the easiest way to solve this is to get a mount.

Indoors, think about your tactics. Indoor distances are rarely more than 50 ft. anyway, and often much less. Spend the first couple of rounds approaching at single move pace and cast spells. You should now be close enough to engage. At this pace, if the battle is likely over before you arrive then it was probably too easy for you to make a difference anyway.
Wonton2006

04-17-06, 11:16 PM
Well, boots of Striding and Springing increase your speed by 10 ft, and give you a +5 on Jump checks, which actually works out to a +11 for you, because the bonus to speed negates that nasty -6 to Jump checks for every 10 ft your speed is below 30. They're in the DMG, and cost something like 5600. Boots of Skating are in the Expanded Psionics Handbook, and give you a +15 to speed. There's also boots of speed.

As for your second question, it depends on what you mean by full move. If you mean moving your speed, then yes. That was your move action, you still have a standard action. If you mean full move as in double move, then no. You've substituted your standard action for a move action, so, while you move 40 ft, not 20, you can't perform any standard actions after. You could still cast a quickened spell or a swift-action spell, though.
TheNatealator

04-17-06, 11:21 PM
all of the boots are on p250 of the DMG, as well as other neat toys
johnkretzer

04-17-06, 11:30 PM
you can cast a spell and full move 40' with a feat called Mobile Spellcaster. Which allows you to cast a spell and moce your normal move as a standard action at a high concentration check. It is in the Complete Adventurer pg 111. This would allow you to move 20' and cast a spell as a standard action then move another 20' as your move action.
bondious

04-17-06, 11:49 PM
How about the "run" action? Full-round action to move up to x4 of your regular movement (or x3 when wearing heavy armor). With this you can get either 80' or 60', depending, though you have to waste a turn. If this gets you into the fight next round, though, it will have been worth it!
johnkretzer

04-18-06, 04:32 PM
How about the "run" action? Full-round action to move up to x4 of your regular movement (or x3 when wearing heavy armor). With this you can get either 80' or 60', depending, though you have to waste a turn. If this gets you into the fight next round, though, it will have been worth it!

The problem with that is you are flatfooted. If you get into a range of rogue you could get into a world of hurt.
Ashok_Lal

04-18-06, 07:34 PM
QUOTE:
2) can you make your full move and then cast a spell? that would at least make me happier to move halfway to the bad guys and then be able to cast divine power or something.

Any item with Haste spell on it. Our cleric has armour with it and he rocks!
supernerd8916

04-18-06, 07:44 PM
RUN [GENERAL]
Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing light or no armor and carrying no more than a light load) or three times your speed (if wearing medium or heavy armor or carrying a medium or heavy load), and you lose your Dexterity bonus to AC.

I dont think this is what hes going for anyway
mvincent

04-18-06, 08:44 PM
Boots of Speed are generally a much better value than boots of Striding and Springing (about twice the price, but x2 to x3 the movement increase, and a number of other benefits).

Also, one of the best domains for clerics is the Travel domain (allowing you the use of the Longstrider (http://www.d20srd.org/srd/spells/longstrider.htm) spell, among other things).
bondious

04-19-06, 02:20 AM
The problem with that is you are flatfooted. If you get into a range of rogue you could get into a world of hurt.

Yeah, well, sometimes you gotta go "balls out" to get what you need, huh? I was merely suggesting something that the OP might not have thought of.

Here's another thing that's not been suggested...Mithral Armor. If the armor is heavy, well now it becomes medium. This, of course, won't solve the movement problem. If the existing armor is MEDIUM, however, then it would then be treated as light, and the movement problem is solved.
Xeonas

04-19-06, 05:02 PM
Im not sure what the Boots of Speed are, but I think a simple solution would be to get Boots of Expedious Retreat. The only cost 4000gp for a constant 30ft per round increase. I have a wand/crossbow using artificer with a pair of these, and I can always get to where Im needed in a flash.
mvincent

04-19-06, 07:09 PM
Im not sure what the Boots of Speed are,They are in the core rules, here (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofSpeed).
get Boots of Expedious Retreat. The only cost 4000gp for a constant 30ft per round increase.Where are those from? They do not appear to be a core rules item.
Marix

04-19-06, 08:47 PM
Boots of Expeditious Retreat happen to be a homebrew item the DM allowed for the character to make.
bondious

04-20-06, 01:11 PM
I know that the spell's description doesn't say it, but isn't it kinda implied that the Expeditious Retreat spell SHOULD apply to a RETREAT?

Maybe there's a FAQ or something, to cover this. I don't know.
mvincent

04-20-06, 01:31 PM
isn't it kinda implied that the Expeditious Retreat spell SHOULD apply to a RETREAT?That's just a name. In fact, the spell is most often used to enhance charging into battle.
bondious

04-20-06, 01:43 PM
That's just a name. In fact, the spell is most often used to enhance charging into battle.

That could be, and you might be right.

As far as MY games are concerened, though, I would allow it only to escape from battle or in a non-combat aspect (like trying to cover a large open area as quick as you can). It's never really come up because nobody's ever casted that spell in one of my games.
mvincent

04-20-06, 02:38 PM
As far as MY games are concerened, though, I would allow it only to escape from battleFine by me... it doesn't cause me grief if you take the name literally.

Although, it does make me curious how you would adjudicate say, "Protection from Arrows", "Storm of Vengeance", or "Eyebite" ;)
nhs_boy

04-20-06, 02:47 PM
(items) of expeditious retreat are amazing.

I need to get one for my psywarr/barbarian/cleric.

Currently his light-armour speed is 60, due to barbarian+celerity domain+speed-of-thought, and up-the-walls lets him run on pretty much any surface he likes...

Once I get the boots for a 90 speed, I intend to learn 'psionic lion's charge', and re-enact some scenes from the 'Aliens' films: charging in a spiral down a corridor towards someone and leaping on them :-).
bondious

04-20-06, 02:52 PM
Fine by me... it doesn't cause me grief if you take the name literally.

Although, it does make me curious how you would adjudicate say, "Protection from Arrows", "Storm of Vengeance", or "Eyebite" ;)

:bored: Funny guy.

Too bad there isn't a "middle finger" icon to go with :thumbsup: and :thumbsdow (which is the usual reaction I give to friends with friendly jabs).

Oh well, I guess I'll just have to give you a :cookie: instead.

:tongue:
TheNatealator

04-20-06, 03:07 PM
from PHB p 228:
"This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard's attitude towards combat."
Llathos

04-20-06, 06:43 PM
The problem has nothing to do with the name of the spell.

The problem is, like most people whipping up their own items, you've only tried to use the table in the DMG. You're supposed to try to find similar items first and price accordingly first.

Striding and Springing gives you +10 enhancement to speed (which means it doesn't stack with Longstrider), and +5 jump. This whole concoction costs about 5600gp.

Exp Retreat boots you priced at 4000 gp, and gives 300% the benefit to speed.

How can you not see a problem with this?

Tarkin, don't you have this discussion on tape by now? You should have an auto-post feature to come in and just dump the same explanation in here for people trying to do the 1x1x2000x2 formula...

Isn't this in a FAQ somewhere yet?
nhs_boy

04-20-06, 07:26 PM
This whole concoction costs about 5600gp.

Yep.
To craft the boots of striding&springing by the given rules would cost you either
5000gp (cost of more expensive ability - skill+5 - multiplied by 2)

...or 4500 if you simply add the cost of the 'longstrider' spell to skill+5.

Both pretty close to 5600, neh?

The 'longstrider' spell get a cost break relative to Ex. retreat due to the different duration, hence the ability to squeeze +5skill on to a comparative price-ticket.

By comparison, the costs for ExRetreat and +5skill would be 8000 and 6500 respectively, so balancing is at work.

The player is not responsible if a stock item was created using wussier spells for reasons of flavour / economy.