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Switch to Forum Live View Ways to Move and Get Full-Attacks
4 years ago  ::  Apr 02, 2009 - 4:09PM #1
true_shinken
Date Joined: Jun 20, 2007
Posts: 944
I'm starting this compilation because I have already dropped lots of good ideas because I didn't know of a efficient way to do it.
The idea is feats/spells/magic items (alternatively class features, but that's harder to fit in a build) that allow to move and then unleash a full-attack. Pounce is a runner-up here - charge has some restrictions and all, therefore I'm not covering it here - Surreal's list of stuff already has everything on this.

Thanks a lot to everyone who contributed, be it with suggestions or correcting my mistakes - Smurph, Pramxnim, swanyusd, malkavon, Surreal, NoldorForce, Wyvernhand, JanusJones (indirectly), PhaedrusXY, Reis, BloodDragon, ninjarabbit.

Feats:
Battle Jump (Unaproachable East): Requires being from the taer region, so good luck pulling this out without being a taer (since Player's Guide to Faerun dropped that Knowledge (local) 2 ranks thing that allowed you to pikc up feats from other regions). Your jump results in a deadly charge.
Travel Devotion (Complete Champion): Very good - move your speed as a swift action 1/day for 1 minute. You can get more uses taking the feat more times (too bad it's not heroics material) or permanently burning turn attempts (edit: It seems like errata changed it to work like regular divine feats, just spending the turning attempts). Good if you have them.
Martial Study (Tome of Battle):Allows you to get Sudden Leap, Quicksilver Motion, Desert Wind and the like without levels in martial adept classes.
Leap of the Heavens (Player's Handbook II): Makes Sudden Leap easier to use.
Sun School (CW) + Quicken Spell (PHB): I'm not sure this works, really. Sun School states that you get ONE attack and Dimension Door states you can't take any actions - people usually read this as Sun School allowing you to ignore that bit of the spell entirely. It may be read as allowing you to ignore that no-actions thing JUST for this SINGLE strike.
Action Surge (Eberron Campaign Setting): Burn 2 action points for an extra standard/move action.

Class Features:
Abrupt Jaunt (Player's Handbook 2): Wizard 1. Teleport as an immediate action a few times per day. While very useful, going into wizard just for this looks very weird for me...
Dervish Dance (Complete Warrior): Dervish 1 (Minimum ECL 6). Well, everyone knows about the Dervish. This is the only way that I know to move between attacks you make in a full-round action. Very good but specialized (steep requirements) and limited per day.
Shadow Pounce (Unaproachable East/Shinning South): Telflammar Shadowlord 4 (min ECL 13)/Crinti Shadow Marauder (min ECL 10). Everyone loves shadowpoucing. Pretty powerful but you can't get it at the low to mid levels.
Dance of Death (Tome of Magic): Binder 5 (Paimon vestige). It allows you to attack each enemy you move through. It can only be done once every 5 rounds but otherwise it's even better than Dervish dance. This is not a full-attack. It's a full-round action that also allows you to move and make attacks.
Mounted Full-Attack (Complete Warrior/Adventurer): Cavalier, Halfling Outrider and Wild Plains Outrider (the one from Complete Adventurer; also has lower mininum ECL at 9) all get this. This allows you to perform a full-attack while your mount does the moving for you.
Grant Move Action (Miniature's Handbook/Complete Adventurer): Marshall and Nightsong Infiltrator both gets this. Of course, Marshall gets it first.
Cunning Surge (Dungeonscape): Factotum 8. Burn 3 inspiration points for an extra stanrd action (that you may use for a move).
Extreme Hustle (Eberron Campaign Setting?): Extreme Explorer ??. Allows you to spend a single action point for a move action.

Spells/Powers/Maneuvers/Mysteries:
Dimension Hop (PHB II): Lower level than dimension door, easier to quicken.
Lesser Celerity (Spell Compendium): Level 3 Sorcerer/Wizard spell. Trade a swift for a move action, be dazed the next round.
Flicker (Tome of Magic): Level 3 mystery that teleports you 5 feet x level.
Psionic Dimension Hop (Complete Psionic): Very good at 1pp and a swift action for a low range teleport.
Knight's Move (Spell Compendium): A swift action low-range teleport as a low level spell. Very good. Paladin 2, Cleric 3.
Hustle (XPH): Trade a few power points for a move action. Psychic Warrior 2.
Sudden Leap (Tome of Battle): Jump as a swift action. Level 1 maneuver.
Quicksilver Motion (Tome of Battle): Level 7 Diamond Mind maneuver. Trade a swift action for a move action.
Desert Tempest (Tome of Battle): Level 6 Desert Wind maneuver. As a full-round action, move your speed and make a melee attack against any foe you move through.
Leaping Flame (Tome of Battle): Immediate action teleport for 100ft; must teleport to a square adjacent to someone who attacked you.
Shadow Jaunt/Stride/Blink (Tome of Battle): Level 2/5/7 Shadow Hand Maneuvers, Standard/Move/Swift action 50ft teleport.

Items:
Anklets of Translocation (MIC): 2/day, 10ft swift action teleport. 1400gp.
Chronocharm of horizon walker (MIC): 1/day, move half your speed as a swift action. Only 500gp.
Belt of Battle (Magic Item Compendium): Three times a day you trade your swift action for a move action. At 12k gp, trully a bargain.
Tempo Bloodspikes (Magic of Eberron): A very good reason to be a fantasy junkie. 150gp for a free move action once in the next hour?
Quicksilver Boots (MIC): 2/day, move your speed as a swift action (also a little fluff - walk over liquids, get concealment vs oportunity attacks for moving through threatened areas). Very cheap, only 3.5k

Races/Polymorph Forms:
Raptoran (Races of the Wild): Raptorans have a glide speed. That allows them to take a 5-foot step in the air - and any creature flying down does so at double speed. The glide ability allows you to move forward 20ft for each 5ft you descend, so you should be able to actually move 40ft with this. Devised by kadeity here. I really don't think this would fly (pun intended) by most DMs as the intent was obviously to require you to move down anytime you glide, not the other way around - it does work by RAW, though.
Hydra (Monster Manual I): Can attack with all heads as a standard action.
Cuprilach Rilmani (Fiend Folio): This 12-HD outsider has the ability Swift Strikes. This allows you to make a full attack as a standard action. It fatigues you afterwards for a bit and it also can't be used while fatigued (easily fixable diping Horizon Walker).
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4 years ago  ::  Apr 02, 2009 - 4:37PM #2
Smurph
Date Joined: Mar 16, 2009
Posts: 15
IIRC, Halfling Outrider's can move their full speed while on their mount and then full attack, if mounted movement counts.
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4 years ago  ::  Apr 02, 2009 - 4:44PM #3
true_shinken
Date Joined: Jun 20, 2007
Posts: 944

Smurph wrote:

IIRC, Halfling Outrider's can move their full speed while on their mount and then full attack, if mounted movement counts.


Mounted Combat feat per se actually does that. Can't believe I forget that.

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4 years ago  ::  Apr 02, 2009 - 4:51PM #4
Pramxnim
Date Joined: Dec 9, 2008
Posts: 184
Nope, Mounted Combat in itself does not allow you a full attack after your mount has moved. The SRD entry says:

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.


http://www.d20srd.org/srd/combat/specia … ntedCombat

Note that you can still full attack with a ranged weapon while mounted though.

EDIT: As far as I know, there are 3 PrCs that allow you to make a melee full attack while mounted, but ONLY if your mount takes a single move action (They specifically state that it doesn't apply on a charge too, so boo to that). The 3 PrCs are:

Cavalier (Complete Warrior) 6. Minimum ECL 14
Halfling Outrider (CW) 8. Minimum ECL 13
Wild Plains Outrider (Complete Adventurer) 3. Minimum ECL 9

So the earliest you can do full attacks while mounted is ECL 9. Note also that all of these classes progress either your Animal Companion or your Special Mount. The Halfling Outrider seems to advance both though.

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4 years ago  ::  Apr 02, 2009 - 5:16PM #5
true_shinken
Date Joined: Jun 20, 2007
Posts: 944
Hmm, looks like I was terribly wrong, then ^^
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4 years ago  ::  Apr 02, 2009 - 5:31PM #6
runestar
Date Joined: Jul 24, 2004
Posts: 3,490
Note that sudden leap has a prereq, so you may need to waste another feat on martial study to qualify for it.

While not as good as a full attack, the bounding assault feat tree from PHB2 does let you make more attacks while spring-attacking.
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4 years ago  ::  Apr 02, 2009 - 7:08PM #7
SIKBUZ
Date Joined: Jun 17, 2008
Posts: 248
Clarifying - this thread is about a move, full attack, then move action?
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4 years ago  ::  Apr 02, 2009 - 7:08PM #8
swanyusd
Date Joined: Sep 18, 2005
Posts: 49
I have 7 more ways to move and still get multiple attacks.

1. Psionic Lion's Charge (PsyWar 2 maybe?)
2. Lion Totem Barbarian 1 (from complete champion) - can charge and full attack
3. I know there is a vestige that you can bind, at pretty low levels, that allows you to move or double move and make attacks each 5 feet. It's pretty dang sweet. Can't remember the vestige though. Probably need level 4-6 in binder.
4. Catfolk Pounce (requires LA+1 catfolk race and 1 feat)
5. Feral template at level 4+
6. Move and manyshot/rapid shot.
7. Cavalier XX (full attack charge while mounted), where XX=10 or some other level close to 10.

Any of them not legal?
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4 years ago  ::  Apr 02, 2009 - 7:21PM #9
true_shinken
Date Joined: Jun 20, 2007
Posts: 944
That vestige is Paimon. It does require 5 levels of Binder, though.
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4 years ago  ::  Apr 02, 2009 - 7:30PM #10
Malkavon
Date Joined: Apr 27, 2008
Posts: 382

true_shinken wrote:

I'm starting this compilation because I have already dropped lots of good ideas because I didn't know a efficient way to do it.
The idea is feats/spells/magic items (alternatively class features, but that's harder to fit in a build) that allow to move and then unleash a full-attack. Pounce is a runner-up here - charge has some restrictions and all.

Feats:
Travel Devotion (Complete Champion): Very good - move your speed as a swift action 1/day for 1 minute. You can get more uses taking the feat more times (too bad it's not heroics material) or permanently burning turn attempts. Good if you have them.


The Complete Champions errata fixed the Devotion feats to work like regular divine feats, in that you simply spend the turn attempts for the day rather than permanently sacrificing them when you take the feat.

Other than that, Battle Jump (UE, pg. 42) lets you execute a charge whenever you drop onto an opponent from at least 5 feet. Combined with Jump optimization and Sudden leap, you can score 3 charge attacks per round (at double or more damage, even) at a far cheaper cost than shadow pounce.

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