random op. All movement modes?

20 posts / 0 new
Last post
Is there a way to have a character get all movement modes?

And how fast can they be? 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Do you actually want movement modes or is at-will of that type of movement sufficient?

Hengeyokai Druid|Monk mc Avenger/Favoured Soul/Prince of Hell

Speed: 9 (Fluid motion)
Shift: 4 (Great cat armor, Long step, Swift predator)
Climb Speed: 13 (Bracers of Brachiation)
Swim Speed: 9 (Ring of Aquatic Ability) (18 after a milestone)
Teleport Speed: 5
Fly Speed: 6
Burrow Speed: 4 (except through solid rock) (6 in sand (Sandwalker Boots))

Props to Kilpatds for suggesting Druid.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
There's an Epic Destiny that gives a teleport speed (assuming that "at-will move action to move N" doesn't count as a movement speed) (Edit: you changed your post to include Prince of Hell, so there's that.)

Because "I can tele-charge" is way cooler than "I can teleport next to you as a move action"  (Also the movement-mode composition rules basically mean that there is rather little difference between

Speed 9, teleport speed 4
and
Teleport speed 9

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Still need a burrow speed.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Only burrow speed I know of is from earth elementalist.
The only property of a burrow speed I could find only worked in sand. There were daily powers to get it for an encounter, but that's not too helpful.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
There is an item that gives you burrow speed.  Maybe boots?

- Earthwalker Boots, lv 23, unrestricted burrow 5
Badger Hengeyokai also get burrow while in Badger or Hybrid form.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
There is an item that gives you burrow speed.  Maybe boots?

- Earthwalker Boots, lv 23, unrestricted burrow 5



They give you a daily power to burrow 5 squares, once. That doesn't give you a burrow speed.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
My bad, I read the item wrong.

...and just assumed they would actually be at the general power level of a 23 item.  Man, those suck.
There's an Epic Destiny that gives a teleport speed (assuming that "at-will move action to move N" doesn't count as a movement speed) (Edit: you changed your post to include Prince of Hell, so there's that.)

Because "I can tele-charge" is way cooler than "I can teleport next to you as a move action"  (Also the movement-mode composition rules basically mean that there is rather little difference between

Speed 9, teleport speed 4
and
Teleport speed 9


Although that rather little difference becomes critical if the chasm is 5 squares across.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
Don't forget swim speed.
Although that rather little difference becomes critical if the chasm is 5 squares across.

Who's got a teleport speed of 4, but can't make a DC 10 athletics check (5 with a running start)

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Five squares, not feet, kilp. :P
Got that.  You jump one square (5 ft), and then teleport 4 squares, as part of your 9 move.  You can mix movement modes freely, as long as you don't exceed your max distance on any one mode or your maximum distance of your largest movement mode... so you can jump, teleport, fly, whatever... as long as they are actual movement modes.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Also missing Jump speed, an entity used but not actually defined anywhere, I don't think...
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Teleporting isn't defined as a movement mode either

The definition of movement modes elides teleport.  But them multiple game elements grant a teleport speed (which is thus less than defined) and many monsters have teleport speeds (i.e. Foulspawn Wretch from MM3: "Speed 6, teleport 2".  Although interestingly enough, apparently none in MV2)

For things like jumping and climbing via athletics: "The check is usually part of a move action, but it can be part of any of the creature's actions that involve the creature moving", so you don't need explicit movement modes to combine those with other movement forms.

Regarding "Teleporting from the top of the jump".  Obviously, if you have ethereal sidestep pimped out to 6 squares, you don't have a teleport speed... and you can't combine movement modes.   You're not taking the move action (and then teleporting for squares of your movement), you're triggering a teleport power that takes a move action to use.

But if you DO have a teleport speed, see RC: p.204.


For instance, a creature that has a climb speed can take the walk action to move a few squares toward a wall using its  normal speed, and then climb up the wall using its climb speed.
When a creature combines movement modes in this way, two rules govern the combination:
* Use Highest Speed: The highest speed among the movement modes used determines the number of squares that the creature can move with the action.  Don't add the speeds together.
* Maximum for each movement mode: The speed of each movement mode determinees the maximum number of squares that the creature can move during the segment of the action that movement mode applies to.



Combining the "Jump is part of an action that involves movement" skill checks, and the combining movement mode rules, I conclude that you should be able to teleport from the top of your jump... if you manage to get a teleport speed.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Badger Hengeyokai also get burrow while in Badger or Hybrid form.



Oh god, I just had flashbacks.
Shame you can't fit an "Arcane" in there.  the Arcane Wisp familiar combines in humorous ways with a teleport speed.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima