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Lev
2010-05-31, 06:40 PM
http://www.youtube.com/watch?v=Y-6YxZ8G0ZU

So everybody, I was wondering what's the top ground speed you can get out of any character at 5 level increments?

Level1?

Level5?
1) Druid5 50'h 200'r (250 with run feat) 500'charge (once per hour).
2) Wyrmling Mercury Dragon (Monsters of Faerun) is ECL 5 with 200-foot perfect fly speed.

Level10?
1) Jumplomancer 90'h 360'r (450' with run feat) 900' charge (once per hour). +368 to jump.

Level15?

Level20?


Contenders are: Casters, Monk, Totemist, Scout?
Races are: Xeph, Duskling, Quickling?

Alleine
2010-05-31, 07:34 PM
Druid, wildshapes into a cheetah and can probably cast speed boosting spells. Wins for level 5, maybe.

Lev
2010-05-31, 07:42 PM
Good call, but very limited and restricted.
Please feel free to correct any info.

Added: Druid5 50'h 200'r (250 with run feat) 500'charge (once per hour).

Greenish
2010-05-31, 07:46 PM
Jumplomancer (http://community.wizards.com/go/thread/view/75882/19870138/The_Jumplomancer_-_are_you_serious) has speed of 900 at level 10, and that's not even the point of the build.

molten_dragon
2010-05-31, 07:54 PM
As far as I know a cleric wins from level 5 up. Divine metamagic persistent spell on footsteps of the divine can give you movement speeds in the range of 144,000 ft/round.

For Valor
2010-05-31, 08:01 PM
The Jumplomancer works perfect, though I don't see why you'd want it (though personally, I don't see why you'd want a speed over 30 ft anyways..). The Quickling Template from Advanced Bestiary quadruples base land speed and gives a bunch of other feats, along with +8 Dex... but it costs 5 LA.

Expeditious Retreat doubles your base land speed. A permanent item of that costs (I think) 12000 gp. Like Headband of Expeditious Retreat or something...

EDIT: There's also a Cleric build that focuses around moving faster than the speed of light... it's somewhere on the Wizard forums..

arguskos
2010-05-31, 08:07 PM
(though personally, I don't see why you'd want a speed over 30 ft anyways..)
Because moving faster means closing ground better and catching folk easier? Makes sense to me. It also increases your potential charging distance, which is a GREAT thing for meleers.

Lev
2010-05-31, 08:26 PM
Mm, I might go a cross between Jumpomancer and totemist darkling and try and play a descendant of Hanuman, who in the story could jump across oceans.

For Valor
2010-05-31, 08:33 PM
Fastest Possible Speed Ever (http://community.wizards.com/go/thread/view/75882/19861942/Chuck_E._Cheese).

Check it out.

Lysander
2010-05-31, 08:57 PM
Clearly Time Stop has to be taken into consideration. It doesn't freeze time, it just speeds you up. So technically you're going really really really damn fast even if it doesn't seem like it to you.

Harperfan7
2010-05-31, 09:01 PM
Quickling Scout X/Transmuter X/Swiftblade X would be both believable and probably the fastest thing alive.

Mando Knight
2010-05-31, 09:33 PM
Fastest Possible Speed Ever (http://community.wizards.com/go/thread/view/75882/19861942/Chuck_E._Cheese).

Check it out.

ZA WARUDO!

Toki wo tomare. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TimeStandsStill)

Foryn Gilnith
2010-05-31, 09:42 PM
Wyrmling Mercury Dragon (Monsters of Faerun) is ECL 5 with 200-foot perfect fly speed. If you can't persist Footsteps of the Divine (I heard there was errata or somesuch), that might be your best ECL 5 bet.

holywhippet
2010-05-31, 11:12 PM
I posted a while back about how a 4E monk could accomplish a massive temporary speed rating. Basically they have a power which gives them +1 to speed for every AoO against them until the end of their next turn. There's also an endurance power which lets you gain DR to all damage types until the end of your next turn = 5 + CON bonus. Line up a heap of minions who do that much damage or les and have the monk provoke AoOs from them as they run along. Your speed keeps on increasing as long as there are more minions left to be attacked by.