Joex The Pale |
I'm playing Around With a Quickling Build. I Have His Speed Up To 190 With Barbarian 1/ Monk 18. I Also Gave Him Half-Dragon To Boost His Strength And The Overrun Feat Tree With Boots Of The Mastadon For Zoom-Stomp Fun! Is There Any Way To Boost His Number Of Attacks Using This Attack Mode? As I Read It, He Can Only Make The One Attack As A Standard Action Overrun, Although I Can Include That In a Charge. Also, Would Vicious Stomp Stack With The AoO From Greater Overrun? I Think It Would, Personally. Also, I Just Grabbed Half-Dragon As My Go-to Template, I Imagine There's Better Way To Boost His Str From 8 To The Required 13.
Joex The Pale |
Cleric Works, But The Longstrider Gives Enhancement Bonus, Which I'm Told Doesn't Stack With Monk Speed.
Ok, He's Up To 200 Speed And Unhindered By Difficult Terrain. (Good Enhancement, I Like That!)
Still Looking For More Ways To Up His Attacks Per Round. What Use Is All This Speed If He Can't Hit Multiple Targets?
Imbicatus |
Well, if you're moving, you cant get a full-attack, and thus no multiple attacks per round (the exception being the spell bladed dash). Why not focus on spring attacking? Jump in, attack, then run away so far they cant hit you?
You can with Panther Claw. If he went Master of Many Styles for his monk levels, he could conceivably get extra rispote attacks from Panther Style, Snake Style, and Crane Style in the same turns through fuse styles. He would be subjecting himself to several AoOs to do so though.
With moving that fast, only going half speed to semi-pounce with tiger style is still farther than most poeple can go in a round.
Joex The Pale |
@williamoak - Nothing Wrong With Spring Attack, But If He Can Attack Multiple Targets, Its Even Better! Panther Style Will Work Until They Learn Not To Attack Him As He Swoops Past. Charge Through Feat Gives Him An Extra Overrun Attack, With Possible AoO. That's Two Attacks Per Round Legal. Any More?
Lune |
There are a couple of feats that would go well with what Imbicatus is suggesting. I think it is a good suggestion, too, by the way.
Obviously getting the mobility line of feats will be essential but the feats that I am thinking of are Wind Stance and Lightning Stance which grant concealment in any round that you moved.
Joex The Pale |
Actually, this seems like a perfect candidate for the Dimensional Agility line of feets. Monk has the requirements built it but it is rather late game.
HOLY. CRAP.
This Is Brilliant! Ok, Feat Shuffling Now...
To Clarify, You Can Flurry While Using Dimensional Savant, Correct?
Also, Would a Quickling Require Monster Levels?
Joex The Pale |
Wow, didn't know you can have a land speed of 200... How is that even possible without using third party books?
Speaking of which, anyway to increase flying speed?
Not entirely legal. It's a thought experiment started by someone who's GM said they could use any combo of monster and class to create a character. I proposed a Quickling optimized for speed and now I'm just trying to make it a viable build as well. :)
Joex The Pale |
Male Half-Dragon(Green) Quickling cleric 1/barbarian 1/monk 18(MoMS)
LE Small Dragon
Init +10; Senses darkvision 60 feet; low-light vision; Perception +29
Languages Common, Draconic, Sylvan, Elven, Undercommon
DEFENSE
AC 48, touch 36, flat-footed 37 (+8 armor, +6 Wis, +5 Monk, +10 Dex, +4 natural, +4 deflection, +1 Dodge) HP 201 (20 HD)
Fort +20, Ref +21, Will +19; +2 vs Enchantments; SR 28
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron, immunity to sleep, paralysis, poison, diseases(including supernatural and magical diseases), aging and acid.
OFFENSE
Speed 200 ft. (40 squares), fly 240 ft. (average)
Melee +4 Agile unarmed attacks +24 (2d10+14) or
Full Attack +28/+23/+18/ (2d10+14)
Special Attacks channel energy 9/day (+1d6), poison use
Spell-Like Abilities (CL 6th; concentration +8)
1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
Cleric Spells Prepared (CL 1st; Concentration +8)
1st-level – doom, endure elements, protection against good, remove fear, disguise selfD
0-level – create water, light, purify food and drink, read magic D=domain spell; Domains trickery, travel
STATISTICS
Abilities Str 17 (+3), Dex 30 (+10), Con 20 (+5), Int 18 (+4), Wis 22 (+6), Cha 16 (+3)
Base Atk +14; CMB +28, +36 vs Overrun; CMD 38, 46 vs Overrun
Feats Agile Maneuvers, Charge Through, Combat Reflexes, Crane Riposte, Crane Style, Dim. Agility, Dim. Assault, Dim. Dervish, Dodge, Greater Overrun, Imp. Overrun, imp. Unarmed Strike(b), Mobility(b), Panther Claw, Panther Style, Power Attack, Spring Attack(b), Stunning Fist(b) Vicious Stomp, Weapon Finesse
Skills Acrobatics +30(+86 to Jump), Bluff +15, Climb +16, Escape Artist +27, Fly +17, Perception +29, Sense Motive +29, Spellcraft +18, Stealth +18, Survival +29, Use Magic Device +7
SQ poison use;
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 9 times per day.
Abundant Step (Su) At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
SPECIAL ABILITIES
Natural Invisibility (Su)
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
Supernatural Speed (Su)
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.
Combat Gear +4 Agile Amulet of Mighty Fists
Other Gear Boots of the Mastadon, Belt of Thunderous Charging, Gauntlets of the Skilled Maneuver(Overrun), Juggernaut's Pauldrons, Unfettered Shirt, Bracers of Armor +8, Monk's Robe, Manual of Quickness of Actions+5(used), Ring of Regeneration, Ring of Protection +5. Headband of Inspired Wisdom +6
Encumbrance light 86 lb., medium 173 lb., heavy 260 lb.
Ok, I think I did all this right. First time putting together a 20th level build, takes a lot longer than I thought. I don't know how RD churns these things out in such numbers and quality as he does!
So, this fellow moves FAST. With a regular speed of 200', he can circle out of reach of most characters and survey them at a distance. He likes to race in, poke at the weakest looking folks, do a run by of the tougher looking ones to judge their melee capabilities, then run out to regenerate any damage and plan. He will always enlarge before combat using his Pauldrons (I gave combat stats for Medium even though he's small to reflect this) and trample the most dangerous seeming foe with his Boots for 2d8+18, and if he succeeds in knocking them prone they then take 4d10+28 from AoO and Vicious Stomp. He can charge up to 400', making a free overrun attack on as target as he does so, then overrun his original target and move off to safety. If he's facing foolish and/or weak foes, he will spend a lot of time swooping near them provoking AoOs with Crane, Panther and Snake styles on, since he gets 10 AoO per round and can target up to 4 on each attacker that attempts and attack on him (if I'm reading the various style feats correctly and they all stack as I think they do.) If things go really badly, he flies or runs away, then stands still to engage his natural invisibility and let his ring heal him while he plans a counter-strike.
Feel free to point out anything I did wrong or could do better! :D
Joex The Pale |
You should have included the dimensional line of feats in his tactics. Other than that, that is exactly the build I was thinking of, Joex. :)
I did the first time, but I lost that post and forgot to put it in the second time. It looks like as a MoMS that he can only have three attacks per round without a speed effect, so he'd only be able to attack three people or flank one and attack another using a Dim. Dervish charge. Correct?
Joex The Pale |
Joex The Pale wrote:** spoiler omitted **...Feel free to point out anything I did wrong or could do better! :D
I think you forgot to add the CR 3 for quickling AND the CR +1 for 1/2dragon template, making your guy effectively level 24 instead of 20. Otherwise looks good.
I knew there was a likely a CR adjustment involved, but I didn't feel like searching out the rules, so I just didn't include it in the stats. Thanks for adding that.