[PFS] Help out a slow-moving paladin


Advice

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Sovereign Court

Belafon wrote:
Hrothdane wrote:
If you have a 13 int, get Unsanctioned Knowledge and put Expeditious Retreat onto your spell list.
This is actually my favorite solution (if you have the int) although I would suggest longstrider instead due to the much longer duration. In a couple of levels you are likely to have it up most of the time (thanks, pearl of power and lesser extend rod!) and not need to spend a valuable action while you are in combat.

Longstrider doesn't seem to be on any of those lists, but Expeditious Retreat is on the Inquisitor list. I have the requisite Intelligence, and it's nice that it doesn't require dualclassing.

Hawktitan wrote:

Alternative dips -

2 levels in Ninja. Cha synergizes well and with the Ki pool you can increase your movement speed by 20' on demand or get an extra attack. Other benefits include 1d6 sneak attack and a ninja trick or combat feat of your choice.

This is interesting. I've got a 14 Charisma, doing the burst of speed 3x/day should be sufficient in most scenarios. If only to catch enemies off-guard. And doing sneak attack damage as a paladin is just gravy :)

Hawktitan wrote:


3 levels of fighter + Mithril Full Plate, plain or any archetype that doesn't remove armor training. Other benefits include a couple more feats, no BAB loss, possibly additional AC depending on your current dex. Downside is Mithril Full Plate is pretty expensive and three levels is kind of a lot.

I'm more worried about the level cost than the gold cost. But the bonus feats would be nice I suppose. Worth a bit of research.

The Exchange

Ascalaphus wrote:
Longstrider doesn't seem to be on any of those lists, but Expeditious Retreat is on the Inquisitor list. I have the requisite Intelligence, and it's nice that it doesn't require dualclassing.

Huh. Thought it was on the bard list. Learn something every day.

Honestly, if you're going to spend a standard action in combat you get the spell effortless armor at 7th level anyway. Armor doesn't reduce your speed for 1 min/lvl.

Ascalaphus wrote:
Hawktitan wrote:
3 levels of fighter + Mithril Full Plate, plain or any archetype that doesn't remove armor training. Other benefits include a couple more feats, no BAB loss, possibly additional AC depending on your current dex. Downside is Mithril Full Plate is pretty expensive and three levels is kind of a lot.
I'm more worried about the level cost than the gold cost. But the bonus feats would be nice I suppose. Worth a bit of research.

That's a lot of levels but if you do go that route the Sash of the War Champion is only 4000 GP and lets you treat your fighter level as 4 higher than normal for armor training (and bravery). In other words you would be able to move at full speed in heavy armor with 3 fighter levels (+4 from the sash).


Huh, good call on that. You would save like 6k since you wouldn't need mithril armor then, and the sash looks like it is slotless.

Sovereign Court

Hmm, that's good to know.

Dark Archive

FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

The Exchange

Hawktitan wrote:
Huh, good call on that. You would save like 6k since you wouldn't need mithril armor then, and the sash looks like it is slotless.

It's a chest slot item (which is rarely used for anything else).

Silver Crusade

Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

This is not correct.

In a normal round you choose one from this list:-

• 1 standard action and 1 move action (or vice versa)
• 2 move actions
• 1 full round action

Any swift of free actions are extra and don't affect your main choice from the list.

If you can use your swift action to gain an extra move action (such as from the Quickrunner's Shirt), this doesn't prevent you from taking a full round action. The description of full round action you quote is in reference to a 'normal' round; it doesn't prevent you magically getting extra actions over and above the normal allotment.

Proof of this is the Belt of Battle from the 3.5 Magic Item Compendium. Among other things, for 1 charge you can get an extra move action, 2 charges gets you an extra standard action, and 3 charges gets you an extra full round action. If taking a full round action prevented you from getting extra actions, then the 3 charge use would be impossible.

How action economy works hasn't changed between 3rd ed and PF.

Dark Archive

Malachi Silverclaw wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

This is not correct.

In a normal round you choose one from this list:-

• 1 standard action and 1 move action (or vice versa)
• 2 move actions
• 1 full round action

Any swift of free actions are extra and don't affect your main choice from the list.

If you can use your swift action to gain an extra move action (such as from the Quickrunner's Shirt), this doesn't prevent you from taking a full round action. The description of full round action you quote is in reference to a 'normal' round; it doesn't prevent you magically getting extra actions over and above the normal allotment.

Proof of this is the Belt of Battle from the 3.5 Magic Item Compendium. Among other things, for 1 charge you can get an extra move action, 2 charges gets you an extra standard action, and 3 charges gets you an extra full round action. If taking a full round action prevented you from getting extra actions,...

It would be nice if it worked like this but it doesn't (and action economy DID change going from 3.5 to pathfinder).

Remember, the shirt lets you trade your swift action for another move action, the full round rules explicitly state

Quote:
it can't be coupled with a standard or a move action

.

You are not moving with a swift action, you are moving with a move action which the full round action specifically says can't be used with a full attack.

The confusion has always been that players think that a full round full attack is a standard action + a move action, so if you get more than one move action you can still trade those other two for a full attack but that's not true.
A full round action is a specific action that cannot be done at the same time one of those other two actions are used.
If you have a thousand move actions a round you still can't make a full attack due to the restriction I quoted above.

Sorry, this tactic doesn't work.
To move and full attack you need something that specifically says this rule doesn't work and the shirt doesn't have anything on it that says that. Pounce does but this doesn't.


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Warning warning, tangent argument alert - not really relevant to thread

Silver Crusade

@Mathwei ap Niall:-

• how does the Belt of Battle work when it grants you an extra full round action?

• what has changed about the action economy since 3.5 introduced swift and immediate actions? Where does PF say it works differently to 3.5 regarding action economy?

Dark Archive

Malachi Silverclaw wrote:

@Mathwei ap Niall:-

• how does the Belt of Battle work when it grants you an extra full round action?

• what has changed about the action economy since 3.5 introduced swift and immediate actions? Where does PF say it works differently to 3.5 regarding action economy?

Belt of Battle is from 3.5 and has not been ported to pathfinder rules so is irrelevant to this conversation and as for the changes made to action economy, well they've made so many it would take forever to identify them all. Most are subtle but everything has been streamlined.

Now with that said this is significantly off topic, if you want to continue these questions start a new thread (or look at any of the other threads addressing these items) and ask it there.


1 person marked this as a favorite.

Well I tried

Scarab Sages

Effortless Armor Spell - It is in the Paladin's Spell List (2nd Level Cleric Spell as well). This is Minutes/Level. A wand would result in 3 minutes of standard movement.

Slipstream Spell - 2nd Level Wizard/Druid Spell. This is touch, so it can be applied as a Potion. This gives +10 untyped Movement Speed. Going uphill, you lose the bonus, going downhill doubles it. Gives you a Swim Speed to boot. 10 Min/Level, resulting in a 30 minute duration for a Potion of Slipstream.

Shadow Lodge

Belafon wrote:
Fruian Thistlefoot wrote:
Mithral Full plate + Wand of Longstrider. Anyone with UMD or a ranger/druid can cast it on you. Later Haste will come in and you will be doing fine.

Same problem as a potion of longstrider...it's a personal range spell so you have to UMD the wand yourself.

Phosphorus wrote:

Step 1. Get a Vibrant Purple Prism (Cracked) Ioun Stone for 2,000 gp.

Step 2. Get a wand of Longstrider or Expeditious Retreat for 750 gp.
Step 3. Get 1 rank of UMD, or get somebody else to use the wand.
Step 4. Profit.
I don't want to turn this into another thread on that topic, but there's a large number of arguments against this being possible. Particularly the "using a wand" part. Search for one of those threads before you decide to do this, your PFS GM is likely to disallow it.

Other GMs maybe, but no PFS one should be doing that.

What theu should be doing is being a pain in the ass about action-economy, i.e., "So are you sheathing your sword in order to fish out your wand?", etc.

If it's pre-combat, then it's no big deal, since it is explicitly how the skill Use Magic Device is supposed to function.

...note that, without the Dangerously Curious trait, even a paladin is going to find it hard to getting things automatically popping (and any roll of a 1 means your wand if "off" for the day).

Shadow Lodge

Ascalaphus wrote:

I'm playing a human paladin in PFS. Just hit level 3, I've got 12 fame, 10 PP and about 5K available. (I haven't bought full plate or magic weapons yet.) I fight with a falchion.

My problem is my speed of 20 is proving to be just a bit too slow. Those damn goblins keep running out of reach.

What is your dexterity?

If it's 14 or better, buy mithral breastplate, also upgrading your belt as necessary at some point.

You'll be AC-1 relative to full-plate, but the payoff in mobility are well worth it.

Sovereign Court

I'm Dex 13, and using a no-dachi. I'm somewhat concerned about the AC, but the low speed is really frustrating. I suppose the higher Dex does help a bit though; maybe I should consider that. Sacrificing 1 AC to avoid multiclassing does sound like a decent deal.

Dark Archive

Your first post says Falchion, your last says no-dachi. As long as you swing a 2-handed weapon and do not wield a shield, you will have a poor AC. At low levels, even if you can cast shield, you are losing a standard action, a resource, maybe an action putting the wand back or risking someone running awaywith it. If you do not wield a shield, you might as well wear light armor. It goes.both ways, if you do not wear heavy armor, you might as well use a two handed weapon.


For moving at full speed in medium armor a 1 level dip into Emissary Cavalier would be enough.

Sovereign Court

Yeah, I switched to no-dachi recently. Still a 2-hander.

Also, I don't agree that if you don't wear a shield you might as well give up on armor. So far, AC 18 hasn't always been enough, but it's still been a lot better than AC 15 would be.

Liberty's Edge

Heavy armor works fine with no shield. Speed is, as this thread demonstrates, an issue, but AC? Very workable.

By, say, 10th level (to pick an arbitrary number) equal CR enemies have roughly +18 to hit...but you can easily have an AC of 27 (+12 armor, +1 Jingasa, +1 Ioun Stone, +1 Dex, +1 Ring, +1 Amulet) and that's with minimal GP investment and no Feat, Trait, or Stat investment (all of which could improve that, potentially by a lot...I think I can get it one higher with Traits, another one or two with Feats, another easy two or three with GP...and so on).

That's a little low on its own, but with the various enhancements I mention, plus Smite Evil, it gets quite respectable pretty quick. It's not an untouchable AC, but it's a solid one if you work at it a bit.

Sovereign Court

My2Copper wrote:
For moving at full speed in medium armor a 1 level dip into Emissary Cavalier would be enough.

Can I stack that with mithril heavy armor to move at normal speed in it?

Liberty's Edge

Ascalaphus wrote:
My2Copper wrote:
For moving at full speed in medium armor a 1 level dip into Emissary Cavalier would be enough.
Can I stack that with mithril heavy armor to move at normal speed in it?

That should work, yeah. Dunno if it's worth the dip, but it'd definitely work.

Sovereign Court

Well, having both heavy armor and normal speed is pretty sweet. And some of the additional cavalier class skills might come in handy. Mithril's reduced armor check penalty and climb/swim as class skills makes them doable again.

The Exchange

Well, I had a solution involving a monk henchman, the ant haul spell, and a rickshaw... but on closer inspection I don't think it's PFS legal.


A wand of longstrider and a rank in UMD will usually give you a boost for an hour for the cost of 2 prestige

Dark Archive

If you are willing to dip, I like the vestigial arm alchemists discovery. With that, you can wield a shield and still pound down with a 2 handed weapon.

Sovereign Court

Raymond Lambert wrote:
If you are willing to dip, I like the vestigial arm alchemists discovery. With that, you can wield a shield and still pound down with a 2 handed weapon.

... that's not really the "healthy all-Tandan paladin nextdoor" look I'm going for.


Buy magic boots, or carry javelins. I wouldn't multi-class for the speed bonus.


I wouldn't worry about the bad guys running away from you too much. It only gets to be a problem when they move around you like you aren't there and attack the casters and archers. After a few more levels you will be able to ride a floating disk into battle anyway, it might be cheaper to befriend a wizard.


If you have dex 13 you can take nimble moves. That doesn't make you run faster but you can take shortcuts through difficult terrain.

Sovereign Court

I might buy the boots as well. I rather like the idea of actually being faster than enemies rather than being slower. Right now, people ARE able to just run around me.

I'm not sure how you see the floating disc happening?

Scarab Sages

Lincoln Hills wrote:
Well, I had a solution involving a monk henchman, the ant haul spell, and a rickshaw... but on closer inspection I don't think it's PFS legal.

Rickshawing isn't PFS legal?


I play a Wizard with evocation as an opposition school who spends 2 slots just to memorize the spell Floating Disk. You have to keep the thing within short range, you have to speak to direct it to do anything other than follow you around, you can't run, you can't fly more than 3 feet off the ground, it can't carry large creatures, and it can't carry more than 100 lbs/level. What it can do however is let the wizard move the melee character up to the melee, letting the melee character full attack from higher ground.


Imbicatus wrote:

Lincoln Hills wrote:

Well, I had a solution involving a monk henchman, the ant haul spell, and a rickshaw... but on closer inspection I don't think it's PFS legal.
Rickshawing isn't PFS legal?

I don't think there is any way to gain or employ any type of humanoid followers, I would assume that was the problem rather than the rickshaw.

Or, if you were trying to be funny, (I can't tell) then ha!

Sovereign Court

Gregory Connolly wrote:
I play a Wizard with evocation as an opposition school who spends 2 slots just to memorize the spell Floating Disk. You have to keep the thing within short range, you have to speak to direct it to do anything other than follow you around, you can't run, you can't fly more than 3 feet off the ground, it can't carry large creatures, and it can't carry more than 100 lbs/level. What it can do however is let the wizard move the melee character up to the melee, letting the melee character full attack from higher ground.

That sounds neat for a home game; since we're currently exploring swamps I may even try it (I play the wizard). But I haven't seen a lot of people playing wizards in PFS here.

Shadow Lodge

My2Copper wrote:
For moving at full speed in medium armor a 1 level dip into Emissary Cavalier would be enough.

Given how much mileage paladins get out of each level, forfeiting one is a *way* worse deal the losing a point of AC going from plate to MBP. (Unless his DEX is 7 or something -- I saw a guy do it once in a pally.)

Sovereign Court

Well, that's true I suppose. And mithril full-plate is quite expensive; I could buy a lot of other AC boosters for the same money.

But the cavalier's abilities are sorta nice, too. It's not a total waste.


Mathwei ap Niall wrote:
Malachi Silverclaw wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:
Belafon wrote:
FrodoOf9Fingers wrote:
Consider quickrunners shirt, essentially 3/times a day trade a swift action for a move action to move. 1k gold. Pretty cheap, and pretty darn effective (use it to move in and still be able to full attack O.o)

Not a PFS legal item.

Also, it's only a once per day item.

My bad, one of my homebrew characters had three. Didn't realize it wasn't PFS legal though, Hmm...

Also incorrect, the quickrunners shirt doesn't let you move and full attack, it let's you move twice in a round but the full attack action is specifically restricted.

Check the rules for full round actions (which a full attack is)
Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Any time you move more than 5ft a round you can't take a full attack. Unlike the pounce ability there is nothing in the quick runners shirt that overrules this limitation.

This is not correct.

In a normal round you choose one from this list:-

• 1 standard action and 1 move action (or vice versa)
• 2 move actions
• 1 full round action

Any swift of free actions are extra and don't affect your main choice from the list.

If you can use your swift action to gain an extra move action (such as from the Quickrunner's Shirt), this doesn't prevent you from taking a full round action. The description of full round action you quote is in reference to a 'normal' round; it doesn't prevent you magically getting extra actions over and above the normal allotment.

Proof of this is the Belt of Battle from the 3.5 Magic Item Compendium. Among other things, for 1 charge you can get an extra move action, 2 charges gets you an extra standard action, and 3 charges gets you an extra full round action. If taking a full round action

...

Ok sorry to bring up something that is so off topic but this post really bothered me. A Swift Action Can be taken at any part of your turn. Which means You can Full-Round Action someone then take your swift action from quick runner's to move again. If you can do that then you can do it prior to your full action aswell. And you CAN do it the way i described, because while the movement your doing is a move action, it is done as a swift action. Which specifically states that it takes no time and little effort and can be used with any combination of full-rounds or standard->move. Saying that you cant use your swift action to move after a full-round is akin to saying you cant take a standard->move after dismounting from a Huge Creature(free action) since your body moves at least 5ft in that action(similar to jumping via acrobatics which does consume movement). Free/Immediate/Swift actions have not and do not affect your ability to use your full-round or standard->move action

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