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2024-04-06, 11:18 AM (ISO 8601)
- Join Date
- Nov 2020
In Search of a Rogue ACF for Fast Movement
As the title suggests, looking for a Rogue Alternate Class Feature (ACF) / Substitution Levels / Pathfinder Class Archetype that adds the fast movement progression of a Monk (+10ft movement speed every 3 levels) to the Rogue and/or Ninja class. One would think the Ninja in particular would have this available, closely related as it is to both the Monk and the Rogue, but I am struggling to find it.
Specifically playing a Pathfinder 1E game, but D&D 3.0 and 3.5 finds are allowed. Pathfinder 1E, D&D 3.0/3.5 (including both "official" campaign settings as well as 3rd party), and both Dragon/Dungeon Magazine are all acceptable sources... just no homebrew, please (could come up with a balanced archetype myself, but prefer a published ruleset). Character is planned to be an Unchained Rogue/Ninja, and would happily sacrifice Trap Sense / Trapfinding and perhaps other features for the pure speed.
I have found a Fighter ACF from a D&D 3.0 Dragonlance book (I believe it was the "Tarmak Fighter" from Races of Ansalon) that gives the Fighter class the Monk's movement speed (as well as some Armor Class improvements) in exchange for some of the bonus feats and armor proficiencies, and that's pretty much exactly what I'm looking for except needing it on a Rogue chassis.
The Scout class has up to +20ft movement speed, but just doesn't fit the flavor of the build, nor does it have all the abilities and class features of the Rogue that I'm looking for. Might take 1 level of Barbarian just for the +10ft speed, but preference is to stay pure rogue. Open to Ninja class as well (either supplementing or replacing Rogue), as it fits the aesthetics and flavor of the build.
Any help finding a Monk-like Fast Movement progression option for a D&D 3.0/3.5 Rogue/Ninja, or for a Pathfinder 1E Rogue / Unchained Rogue would be greatly appreciated! Thanks!
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2024-04-06, 12:40 PM (ISO 8601)
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- Sep 2017
- Location
- Bristol, UK
- Gender
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2024-04-06, 01:22 PM (ISO 8601)
- Join Date
- Nov 2020
Re: In Search of a Rogue ACF for Fast Movement
Whoa, cool find, Multitude (pun ALWAYS intended...
). Not quite what I'm looking for, but definitely useful and noted for future reference.
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2024-04-06, 01:31 PM (ISO 8601)
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- Dec 2015
- Gender
Re: In Search of a Rogue ACF for Fast Movement
The monk's fast movement is an enhancement bonus to your speed, meaning it doesn't stack with most magic items and spells that provide bonuses to movement speed, many of which are quite inexpensive.
Look up speed optimization. A little money can go a long way.
https://forums.giantitp.com/showthre...ble-Land-Speed⚣ Tanuki in the Playground. ⚣
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2024-04-06, 01:46 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
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2024-04-06, 02:52 PM (ISO 8601)
- Join Date
- Jan 2014
- Location
- California
- Gender
Re: In Search of a Rogue ACF for Fast Movement
The Canny Scoundrel archetype from Spheres of Might can take the Athletics sphere and the Swift Movement talent to gain a +10 competence bonus to speed, which increases by 5 feet for every 5 ranks you have in Acrobatics.
Rhymes with "Protracted."
Handbooks: The Warlockopedia | The Warmagepedia (WIP) | Tier List (2019 Update)
Spreadsheets: Spellcasting classes | Deities | Useful items
Homebrew: Gestalt Theurge | Fighter and Monk fixes | Warlock stuff | Houserules and quick fixes
Original Fiction: The Wizard's Familiar
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2024-04-06, 10:48 PM (ISO 8601)
- Join Date
- Jul 2011
Re: In Search of a Rogue ACF for Fast Movement
Are you averse to dips? Or are you looking for something without dips?
Spoiler: List of Stuff for Fast Movement
Speed increase - aka Fast Movement, +10' land speed each unless otherwise noted
Barbarian 1
Monk 3/6/9/12/15/18, +10 each
Paladin 5, class variant, Complete Champion, +10' all speeds, only while underground
Ranger 6, class variant, Complete Warrior, +10'
Scout 3, 11/20, Complete Adventurer +10 (land)
Speed of Thought, feat, XPH - +10' insight bonus
Animal Lord (horselord) 3, ecl 8, Complete Adventurer, +10, +20 at level 7, see text
Bloodhound 3, 6, 9, ecl 7, Complete Adventurer, +10 each when chasing mark
Wild Plains Outrider 2, ecl 8, Complete Adventurer, +10 for mount (all modes)
Dash, feat, Complete Adventurer, +5' (does not specify land only)
Wildrunner 1, ecl 6, Races of the Wild, +10'
Whisperknife 6, ecl 11, Races of the Wild
Pregrine Runner 5, ecl 12, Races of Stone
Shadow Scout 2, ecl 8, Oriental Adventures
Dervish 2/5/8 (+5/+10/+15)
Gnome Giant-Slayer 6, ecl 11, Complete Warrior
Minor Shapeshift, reserve feat, Complete Mage - +5' enhancement, limited duration, see text
Celerity, domain, Complete Diving, +10'
Cheetah's Speed, wild feat, Complete Divine - speed becomes 50' for 1 hour, once per hour can move at 10X speed
Geomancer 3 (stage 2 drift), ecl 9, Complete Divine, +5'
Geomancer 9 (stage 5 drift), ecl 15, Complete Divine, once per hour move at 10X speed
Divine Vigor, divine feat, Complete Divine - temporary +10'
Animal Devotion, feat, Complete Champion, +5-30' once per day, see text
Imbued Healing, metamagic feat, Complete Champion, +5', see text
Fist of the Forest 1, ecl 5, Complete Champion, +10' land
[B]Forest Reeve 1, ecl 6, Complete Champion, +10' land
Holt Warden 2, ecl 7, Complete Champion, +10' land speed if already have woodland stride[/B//]
Mythic Examplar 2 (Orsos), ecl 6, Complete Champaion, +20' all movement
Sanctified One (Kord) 1 or 3 or 5/5, ecl 6, Complete Champion, +10' foot speed
Wild Soul 6, ecl 11, Complete Mage - +10'
Freedom, Mantle, Complete Psionic - +10' (untyped) to all speeds
Paragnostic Apostle 1, ecl 6?, Complete Champion, +10' from any spell that grants speed or increase, not just land
Extreme Leap, skill trick, ecl 2, Complete Scoundrel, +10' see text
Elemental Warrior (fire) 4, ecl 11, Planar Handbook
Cloud Anchorite 4, 8/10, ecl 10, Frostburn, +10' each
Primeval 8, ecl 16, Frostburn, +10'
Improved Speed, feat, Draconomicon - fly speed improves by 20', all others improve by 10'
Marshal 2, Miniatures Handbook - +5' per aura bonus
Knight of the Sacred Seal 4, ecl 9, Tome of Magic - +10' temporary
Shadow Creature, template, Lords of Madness - all speeds x1.5
Fast Leg, Fiendish Graft, Fiend Folio - +10'
Quick, character trait, Unearthed Arcana - +10'
Abberant Limbs (legs), unique NPC ability, DMG 2 - +20', LA+2
Nimble Bones, feat, Lords of Madness - +10', applies to undead created by someone with this feat
Berserk 1, ecl 6, Deities and Demigods - +10'
Mark of Malbolge, feat, Fiendish Codex II, +10' for 1 round, see text
Absolute Steel, stance, Tome of Battle, +10' (enhancement) to all speeds
Bloodclaw Master 2, ecl 8, Tome of Battle, +10' while in Tiger Claw stance
Dark Creature, template, Tome of Magic, +10' to all moves of movement
Jaunter 2, ecl 6, Expedition to the Demonweb Pits, +10' land
Swift Tumbler, feat, Cityscape, tumble at half speed +10'
Fleet of Foot, regional feat, Player's Guide to Faerun - +10'
Nentyar Hunter 2, ecl 7, FR: Unapproachable East, +10'
Barbarian 3 (Fangshield substitution level), Champions of Valor - +10' while charging
Shifter w/Longstride trait, Eberron Campaign Setting, +10', while shifting
Longstride Elite, feat, Eberron Campaign Setting, +10', while shifting
Atavist 5 (cautious spirit), ecl 10, Races of Eberron, +5' for all movement modes
Reachrunner 1, 4/5 (+5/+10), ecl 6, Races of Eberron
Vandalis Beastkeeper 10, ecl 14, Eberron: Dragonmarked - +10', does not specify land only
Divine Alacrity, divine feat, Faiths of Eberron, +30' (enhancement) for 1 round
Swiftness of Orien, feat, Player's Guide to Eberron (p.48) - +20' to 90' enhancement to all speeds, see text
Elemental Grafts (air), Magic of Eberron, +5' per graft beyond the first
Incarnate 3 (chaotic), Magic of Incarnum - +10' +10'every five levels, share with allies at 7th level
Totemist 8 (halfling substitution level), Magic of Incarnum - +10'
Barbarian 1 (Duskling substitution level), Magic of Incarnum, +10'/essentia (enhancement)
Dread Carapace, soulmeld, Magic of Incarnum - +60' +10'/essentia (enhancement) once per minute
Incarnate Avatar (chaos), soulmeld, Magic of Incarnum - +30' (enhancement)
Lamia Belt, soulmeld, Magic of Incarnum - +10' (enhancement) plus spring attack feat
Worg Pelt, soulmeld, Magic of Incarnum - +5' +5/essentia (unnamed)
Cerulean Sandals, soulmeld, Magic of Incarnum - +5'/essentia (unnamed)
Special Mention
Dwarf, ignore movement penalties
Tooth of Savnok, item, Tome of Magic, move at normal speed regardless of armor
Champion of Corellon Larethian 5, ecl 12, Races of the Wild, move at normal speed regardless of armor
Knight 4, ignore movement penalties from medium armor, heavy at level 9
Vengeance Knight 6, ecl 11, Champions of Ruin, only take half movement penalty for heavy armor
That's the list of stuff's list for movement boosts. I'll highlight the ones I think are interesting.Last edited by AMFV; 2024-04-06 at 10:49 PM.
My Avatar is Glimtwizzle, a Gnomish Fighter/Illusionist by Cuthalion.
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2024-04-07, 02:53 AM (ISO 8601)
- Join Date
- Jan 2022
Re: In Search of a Rogue ACF for Fast Movement
There is a druid variant class in unearthed arcana, page 58, that gives you the monk speed, and armor, and the ranger track, and swift track, and favored enemy, in exchange for wild shape and the armor proficiencies that you can't use anyway for monk reasons.
You could take the domain druid ACF (again, from unearthed arcana) to get turn undead with the sun domain.
If your DM let's you play with this, you could ask him if he is willing to let you trade spell casting for all of the rogue's class features.
You'd have the same BAB as a rogue, bad REF, but good FORT and WILL saves, and d8 HDs.
If he let's you, you could then ask him to trade away some other features to get skill points and class skills, and maybe even a good REF and full BAB.am was here
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2024-04-07, 12:11 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
Re: In Search of a Rogue ACF for Fast Movement
Master of the South Wind PrC (Dragon #314) got Monk Abilities progression (including unarmored speed), Sneak Attack progression (up to +5d6), 6 skill points (+Int bonus), and even some arcane spells (1st-4th level spells, spontaneous Cha-based, up to 4 spells of each level known at 10th class level). How about it?