| Post/Author/DateTime | Post |
|---|---|
| icnivad03-27-07, 03:43 PM | Simple question: Are there any feats that increase a character or a creature's speed? Thanks |
| Galadan_Ironstone03-27-07, 04:00 PM | Dash gives you +5 to move |
| unusualsuspect03-27-07, 04:23 PM | Off the top of my head: 1. Dash (Complete Warrior) - already mentioned 2. Improved Speed (Draconomicon) - must be dragon, gains +20 feet to fly speed and +10 feet to all other speeds. 3. Speed of Thought (Expanded Psionics Handbook) - psionic (requires pp pool), gives +10 foot speed when psionically focused. 4. Run (PHB) - doesn't increase your movement speed, but increases overall speed per round if running. |
| MourninStar03-27-07, 04:39 PM | There are also traits in UA which increase your speed. No feat slots needed, although all traits are balanced with a drawback for the advantage. The speed one gives you -1 HP/hit die. |
| StalkerEntreri03-27-07, 07:02 PM | There are really no feats worth taking for increase in movement if you want to play a character that can move farther than others in a single round; play a Barbarian, a Monk, a Sorcerer (Swift Expeditious Retreat) Or Wizard (again with Swift Expeditious Retreat, and Haste as well as others I am sure; as I do not have a Player's Handbook here) |
| unusualsuspect03-27-07, 07:07 PM | There are really no feats worth taking for increase in movement if you want to play a character that can move farther than others in a single round; play a Barbarian, a Monk, a Sorcerer (Swift Expeditious Retreat) Or Wizard (again with Swift Expeditious Retreat, and Haste as well as others I am sure; as I do not have a Player's Handbook here) I disagree. If you've got the Dragon type, Improved Speed is pretty freaking worth it. Especially if you plan on being Lawful (or wear heavy armor), or don't want to take a class where you lose a point of bab and get (probably) fewer hit points, or want to wear armor at all, etc. Sometimes feats are a limiting factor, and sometimes class levels are. Saying one source of mechanics is ALWAYS better then another as a blanket statement isn't always going to fly. |
| Lixith03-27-07, 07:44 PM | This isn't a direct answer, BUT: Boots of expiditous retreat, (+30 movement, always active) would cost 4000gp, or perhaps 2800gp if you did the racial restriction thing. I don't think that item is LISTED anywhere, but that cost is using the chart/guide in the DMG. |
| StalkerEntreri03-27-07, 07:51 PM | I disagree. If you've got the Dragon type, Improved Speed is pretty freaking worth it. Especially if you plan on being Lawful (or wear heavy armor), or don't want to take a class where you lose a point of bab and get (probably) fewer hit points, or want to wear armor at all, etc. Sometimes feats are a limiting factor, and sometimes class levels are. Saying one source of mechanics is ALWAYS better then another as a blanket statement isn't always going to fly. I suppose if you're playing a character with the dragon type then it would be useful; but none of the players I have played with have ever played a dragon character; and I did not mean to say that one mechanic is always better than any other. I just meant to say that Dash is pretty much a useless feat; and the easiest way to make a fast character is to create a monk, at 20th level +90 feet a round; for a total of 120 for a human or other medium sized (Besides Dwarf) character. Just a thought |
| unusualsuspect03-27-07, 07:53 PM | Edit: Re Lixith *rolls up newspaper* Bad player! Bad! No biscuit! :P juuuust kidding around. Seriously, though, the table in the DMG with pricing formula are the last resort tool, used only after price comparison with similar effects fails. Boots of Striding and Springing give a +10 feet enhancement bonus to speed, as well as a +5 competence bonus to jump checks, for the cost of 5500 gp. Since increased speed itself gives a +4 bonus to jump checks per additional 10 feet, your 4000 gp Boots of Expeditious Retreat would grant a 30 foot enhancement bonus to speed, and, consequentially, +12 to jump checks, compared to 10 foot enhancement bonus to speed and +9 to jump checks. Boots of Expeditious Retreat, IMHO, should be at least 9k (3 times the price of the Boots of Striding and Springing without the 2500 gp cost of the jump bonus), and probably 10k for its substantially useful nature. |
| unusualsuspect03-27-07, 07:56 PM | I suppose if you're playing a character with the dragon type then it would be useful; but none of the players I have played with have ever played a dragon character; and I did not mean to say that one mechanic is always better than any other. I just meant to say that Dash is pretty much a useless feat; and the easiest way to make a fast character is to create a monk, at 20th level +90 feet a round; for a total of 120 for a human or other medium sized (Besides Dwarf) character. Just a thought Except you get +60 feet a round, for a total of 90 feet for most medium sized characters. And you're also a 20th level monk, instead of, say, a Fighter 2/Barbarian 6/Frenzied Berserker, or a Ranger 11/Rogue 9, or any other character concept that doesn't have anything to do with the monk class abilities. |
| The_Shaman03-27-07, 08:04 PM | I think the FRCS had a regional feet that increased your speed by 10 feet... Swift-footed, I believe. |
| Lixith03-27-07, 10:05 PM | [QUOTE=unusualsuspect;11907046]Edit: Re Lixith *rolls up newspaper* Bad player! Bad! No biscuit! :P QUOTE] Wow you're right. Don't tell my DM.... he pointed to the chart last week when i asked how much they would cost, then told me i should make them 'elf only' for 30% off, like i got them at payless or something. I think i'll graciously accept his offer to let me buy them for 4000gp... ya never know when i'll need to loan them to a dwarf or something... but that's just the kind of guy i am.:D But now that i look at that chart closer, they probably shouldn't have included it.... it seems they didn't stick very close to it with a lot of the magic items they stuck in the DMG and other books. You could make some pretty mean magic items for cheap using 1st and 2nd level spells.... |
| Tonil03-27-07, 10:45 PM | A cleric could take the Divine Vigor feat (Comp. Warrior) Use a turn attempt and get +10' to speed and +2/lvl Hit Points. Lasts 1 min/lvl. |
| dragynson103-28-07, 12:01 AM | regional fleet of foot faerun thing |
| Dheran03-28-07, 12:49 PM | These aren't feats, but we seem to have jumped the rails on this topic well before now: The Clerical Celerity domain gives an untyped +10' to your base speed (see the Appendix to Spell Compendium). The Alter Self spell will give you the base speed of the assumed form. A Varag (from MM4) has 60' movement plus Run as a racial feat. Boots of Swiftness (http://www.d20srd.org/srd/epic/magicItems/wondrousItems.htm#bootsofSwiftness) are moderately priced, as Epic items go, and double your (non-enhanced) base speed. |
| Gorlick_Da_Consumer03-28-07, 01:07 PM | ok heres what i did, since all baseclass' have first lvl abllitys (sorry for my spelling) such as ranger's track, wizards famlire, the fighters one Bonus feat at first lvl. and the barbaian's fast movment so i asked the DM if i could trade my class' (ranger at the time) abillity, track for fastmovment as a barbarian. so thats +10 then i took quick from unearthed arcana wich reduced my total HP by onepoint per lvl, (i have version 3 books that would meen 9outof10, but i think its ?7outof8 in 3.5?) for another +10 so i had a movment speed of 50 as a lvl 1 orc humon ranger. |
| InkBlot03-28-07, 01:14 PM | The feats Martial Study and Martial Stance out of The Tome Of Battle: The Book Of Nine Swords can be used to give you a big boost to speed if you choose the right manuever and stance. Wind Stride is a 1st level Desert Wind boost which increases your speed by +10. You could get this at 1st level with Martial Study. More speed than Dash but requires a swift action, only lasts 1 round, and can only be used once per encounter. However, taking Martial Study (Wind Stride) also gives you Tumble as a class skill. Absolute Steel is a 3rd level Iron Heart stance which gives you +10 speed, and also gives you +2 AC if you move at least 10 feet in a round. This is much much better than Dash. As a stance, it has a duration of "as long as you want." However, you can't get this until level 10* and you'll need to take Martial Study (any Iron Heart manuever) for the prerequisite. *Assuming you don't have any levels in Swordsage, Warblade, or Crusader. |
| Cyderakk04-15-07, 07:13 PM | heres what I found so far........... Fleet of Foot - +10 to movement .....Have to take it at first lvl and you have to be a human or elf from a certain Region.....forgotten realms book Celerity Domain for cleric = grants a +10 to movement. Barbarian - +10 to Movement from fast movement Scout lvl 3 - grants fast movement +10 to movement Boots of striding and sprining - Grants a +10 to movement Quickness armor enhancement Bonus - +5 to movement (Magis item compendium) Quick Trait - +10 to movement but you lose -1 from HP per level (Unearthed Arcana) Dash Feat - +5 to Movement So if everything comes together and if your DM allows all this to happen, thats a +70 to your movement added to your base 30' movement would make your movement 100' in one round. With the Jump Bonus from the below chart you gain a +28 to your jump check. Nice eh. For every 10' of movement over a base 30' movement you gain a +4 bonus to your Jump Checks. so: 30 feet move = +0 bonus to Jump 40' Move = +4 Bonus to jump 50' Move = +8 Bonus to Jump 60' Move = +12 Bonus to jump and so on.......Page 77 of the players handbook explains it all. |
| The_Unseen_Illusion04-16-07, 01:07 AM | ... and the easiest way to make a fast character is to create a monk, at 20th level +90 feet a round; for a total of 120 for a human or other medium sized (Besides Dwarf) character... Just a thought yeah, but the monk only gets a +60' to his speed at level 20, making his speed a total of 90' |