Author Topic: Movement-based abilities  (Read 3108 times)

Offline Bozwevial

  • Epic Member
  • ****
  • Posts: 3052
  • Developing a relaxed attitude toward danger
    • View Profile
Movement-based abilities
« on: July 28, 2012, 03:51:31 PM »
So I'm going to be playing a character with a base move speed of 85 feet before any other effects are added. Naturally, I'm looking for ways to use this to my advantage.

What effects are there out there that are which trigger on movement, or which provide additional bonuses based on how far you move? I don't really have class levels to spare, so skirmish is pretty much out. I know of Expeditious Dodge and Desert Wind Dodge, but Dodge itself is being houseruled to provide a better bonus which applies against all attacks and folds in Mobility, so those seem kind of pointless.
« Last Edit: July 29, 2012, 02:48:13 PM by Bozwevial »
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline Necrosnoop110

  • DnD Handbook Writer
  • ***
  • Posts: 989
  • I'm new!
    • View Profile
Re: Movement-based abilities
« Reply #1 on: July 28, 2012, 04:19:06 PM »
(1) Can you use Tome of Blood?
(2) LINK: Movement Feats
(3) Could comb this for possibilities, LINK: X Stat to Y Bonus
« Last Edit: July 28, 2012, 04:26:21 PM by Necrosnoop110 »

Offline Bozwevial

  • Epic Member
  • ****
  • Posts: 3052
  • Developing a relaxed attitude toward danger
    • View Profile
Re: Movement-based abilities
« Reply #2 on: July 28, 2012, 04:24:47 PM »
(1) Can you use Tome of Blood?
(2) LINK: Movement Feats
The 3.0 book? As far as I know, so long as the thing in question was never updated, though I'd have to ask permission.
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline Unbeliever

  • Legendary Member
  • ****
  • Posts: 2288
  • gentleman gamer
    • View Profile
Re: Movement-based abilities
« Reply #3 on: July 28, 2012, 05:16:09 PM »
Fiendish Codex 2 has a charging one -- Mark of Minauros, I think.

Offline Terminus Est

  • Lurker
  • *
  • Posts: 29
  • I'm new!
    • View Profile
Re: Movement-based abilities
« Reply #4 on: July 29, 2012, 12:38:24 PM »
If you can do Tome of Battle, check out Tornado Throw . . . it's a ninth level maneuver that would require a ton of commitment to get access to, but it's filled with awesome (in the right circumstances) if you can get to it.

Offline Bozwevial

  • Epic Member
  • ****
  • Posts: 3052
  • Developing a relaxed attitude toward danger
    • View Profile
Re: Movement-based abilities
« Reply #5 on: July 29, 2012, 02:47:53 PM »
Mark of Minauros would be pretty cool with Twisted Charge and pounce. Unfortunately, I don't think it would be viable enough to justify spending a feat on that plus Evil Brand, not to mention that the concept I had in mind was decidedly not evil.

Tornado Throw I know about, but it's not one of the disciplines I have access to. I think by now the only standard discipline I have is Tiger Claw; all the others are homebrew.

In any case, I think I found another way to use my feat slots (pending the completion of one of the discipline feats), so that ought to work for me.
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline kitep

  • DnD Handbook Writer
  • ****
  • Posts: 1948
  • Lookout World!
    • View Profile
Re: Movement-based abilities
« Reply #6 on: July 29, 2012, 03:08:34 PM »
Is it a fly speed?  I seem to remember a feat that allows you to get one attack on everything if you move in a straight line, but IIRC, you had to be flying.

Offline ksbsnowowl

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
Re: Movement-based abilities
« Reply #7 on: July 31, 2012, 02:54:05 PM »
What type of character is this going to be?  If you are a spellcaster who can eventually get Shapechange, a really good form to become is the Hound of the Hunt (under Wild Hunt, MM5).  Gains +10d6 skirmish as an (Ex) ability.  Has 20 HD.

Offline Bozwevial

  • Epic Member
  • ****
  • Posts: 3052
  • Developing a relaxed attitude toward danger
    • View Profile
Re: Movement-based abilities
« Reply #8 on: July 31, 2012, 03:01:21 PM »
The speed is a land-speed, and the character is a martial adept. Specifically, a Deadly Dancer/Wardancer.
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline nijineko

  • DnD Handbook Writer
  • ****
  • Posts: 2413
  • two strange quarks short of a graviton....
    • View Profile
    • TwinSeraphim
Re: Movement-based abilities
« Reply #9 on: July 31, 2012, 05:20:21 PM »
other than skirmish?

i seem to recall that there are a small number of class abilities and/or feats that key off of movement....

dervish abilities are only fully utilized with lots of movement rate.

i'm pretty sure that some magic items / effects based on devotion to, or made by someone devoted to the god of travel key to movement.

charge related feats come to mind, not exactly movement triggered, but....

if you are allowed all official 3.x materials, then the 3.x dark sun has some movement based/related stuff, iirc.

Offline Thurbane

  • DnD Handbook Writer
  • **
  • Posts: 133
  • 3.5 fanboy
    • View Profile
Re: Movement-based abilities
« Reply #10 on: August 01, 2012, 10:15:05 PM »
Are you willing to take some Binder levels? If so, bind Paimon, and you can make one attack against every creature you move past in a single movement , once every 5 rounds.