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AvatarVecna
2015-01-16, 12:22 PM
Was reading through the "Can you fast travel via Shadow Jump" thread and was wondering, what's the furthest a lvl 20 build could travel in...let's say, a week? This includes teleportation and the like, although I'm going to keep (primarily) mundane and magical builds separate for the purposes of comparison.

Rules:

-Standard Level 20 character builds only
-Total travel time: 1 week (7 days, 168 hours, 10080 minutes, 100800 rounds)
-Must take into account long distance travel rules for exhaustion
-Must take into account need for sleep
-Base world is a featureless, infinitely long plane with a standard 12-hour day/12-hour night cycle

and...go!

EDIT:

Since I brought it up, I'll stat out a basic Way of Shadow Monk for this.

Alucard2099
2015-01-16, 12:37 PM
Here is how I put it... If you were to shadowstep all night for 8 hours, then spent the daytime sleeping...

There are 28800 seconds in 8 hours. Now if an action takes roughly 3 seconds (based on the turn times, an action taking almost 3 seconds), you could shadowstep 9600 times in a night. That means you would have traveled 576000 Feet in said 8 hours. Over the coarse of 7 nights that is 4032000 feet. That works out to be, 4032 Kilometers or 2505.369 Miles.

I hope this answers your question.

AvatarVecna
2015-01-16, 12:48 PM
Here is how I put it... If you were to shadowstep all night for 8 hours, then spent the daytime sleeping...

There are 28800 seconds in 8 hours. Now if an action takes roughly 3 seconds (based on the turn times, an action taking almost 3 seconds), you could shadowstep 9600 times in a night. That means you would have traveled 576000 Feet in said 8 hours. Over the coarse of 7 nights that is 4032000 feet. That works out to be, 4032 Kilometers or 2505.369 Miles.

I hope this answers your question.

We're assuming a 12-hour night, not 8. Also, you can't use your action for bonus action activities, so there's that; you're going to need to actually run a bit during your turn, shadow-jumping on your bonus action.

Alucard2099
2015-01-16, 12:50 PM
We're assuming a 12-hour night, not 8. Also, you can't use your action for bonus action activities, so there's that; you're going to need to actually run a bit during your turn, shadow-jumping on your bonus action.

If your not in combat, you don't need to worry about that, however if you would like that, I will do it... Give be a few minutes.

Alucard2099
2015-01-16, 01:01 PM
We're assuming a 12-hour night, not 8. Also, you can't use your action for bonus action activities, so there's that; you're going to need to actually run a bit during your turn, shadow-jumping on your bonus action.

12 hour night = 7200 Rounds
7200 rounds = 7200 moves
7200 actions
7200 bonus actions

That mean you can take a total of 14400 Moves (using dash) and 7200 Shadow step.
Assuming your movement is 30, you can effectively move 432000 feet in that time using dash (assuming all passed con checks) and an additional 432000 feet from shadowstep. Totaling 864000 feet total.

That being for one night, 6048000 feet over the coarse of 7 nights. That means 6048 KM.

I hope that meets your stipulations.

Eslin
2015-01-16, 01:02 PM
Divination and teleport. Doesn't matter if you screw it up, just try again until you've gone however many 0s of miles there are, no range limit in 5e.

Barring that, true polymorphing into a balor will get you 200 feet per round.

Balor777
2015-01-16, 01:07 PM
Druid->Air Elemental 90ft fly speed EDIT: Condition Immunities: exhaustion.I think we have a winner.
Teleport isnt legit :P

hydraa
2015-01-16, 01:08 PM
Also we know of two telportation circle sigils on the material plane by virtue of knowing the spell. Thus we can use these and plane shift if we know of a teleportation sigil on the plane we are on.

Krazyskooter
2015-01-16, 04:49 PM
I would use just the 8 hours as the timeframe. Shadowstep is 60ft + 45ft from being a monk for a total of 105ft per turn. 1050 ft per minute.

SharkForce
2015-01-16, 05:08 PM
Divination and teleport. Doesn't matter if you screw it up, just try again until you've gone however many 0s of miles there are, no range limit in 5e.

Barring that, true polymorphing into a balor will get you 200 feet per round.

wind walk is better; it gives you *crazy* flying speed.

splash 2 rogue levels to dash as a bonus action and you can move 900 feet per round (move, use action to dash, use bonus action to dash).

combine that with spell use to remove exhaustion status as needed on occasion, though obviously an occasional long rest to recover spells will be necessary, I'm pretty sure you'll go much faster than any monk.

of course, this is still done with (mostly) druid levels, so the druid is still a good option :)

Easy_Lee
2015-01-16, 05:23 PM
Another thread theorized a mobile wood elf shadow monk with a gnome wizard or two on his shoulders / in his bag of holding concentrating on haste and / or invisibility. It was agreed to be one of the better ways to do a pacifist dungeon run, since the monk moves too fast to effectively pursue even if he's detected at all.

Someone suggested countering it with razor wire stretched across a hall at neck height and it turned into a ****storm.

hawklost
2015-01-16, 05:37 PM
Wood Elf ShadowMonk (15) Barbarian (5)
Speed 70 ft per round

WE = 35 + SM (25) + Ba (10) + Mobile (10) = 80 ft (Not 70)

Con = 20

feats - Lucky
Mobile

Prof +6

Con Save = +11

8 hours free movement at 7 miles per hour is 56 miles
He can go a minimum of 2 extra hours due to his Con before he even has a chance to fail a roll
With the likelyhood of rolls and the DC only going up by 1 each hour, he should be able to do at least 4 more hours without trouble (DC 16 vs +11). Afterwords he has a 25%+ chance of failure, but also 3 rerolls due to lucky, so we will give him another 2 hours over.
total hours
8+2+4+2 = 16
Total Miles
16*7 = 112

now the fun part
He will 'Rest' for 8 hours
4 Hours sleep
3 hours and 1 minute of Food/Fun
59 Minutes of Walking for another 7 miles

He is now fully Refreshed and can do another 24 hour day.

Total Distance by 'walking' is 119 per day (Adding an extra mile per hour due to miscalculating) New Answer = 136
Total for a week, 833 Miles 952

BONUS TIME! (We will bend the rules and use some magical effects)
If we assume he can Dash every turn during those runnings, he would do 238 272

Since he is a shadowmonk, and we assume he travels at night for 12 hours, he goes an extra 72 Miles for a final of 310 miles a day. Final is 344

1 week of travel is 2170 miles 2408

Notes:
1) Since it is a featureless plane, it would be impossible to Teleport and know that you have traveled any distance
2) Cunning Action for Rogue only works in Combat (per the wording) so I avoided it

Edit:
Messed up the original Calc, everything in Green Color is modified values

Krazyskooter
2015-01-16, 05:41 PM
Just in case you ever need to run from A dungeon to town to restock supplies and be back before the next encounter.

AvatarVecna
2015-01-16, 05:43 PM
Wood Elf ShadowMonk (15) Barbarian (5)
Speed 70 ft per round

Con = 20

feats - Lucky
Mobile

Prof +6

Con Save = +11

8 hours free movement at 7 miles per hour is 56 miles
He can go a minimum of 2 extra hours due to his Con before he even has a chance to fail a roll
With the likelyhood of rolls and the DC only going up by 1 each hour, he should be able to do at least 4 more hours without trouble (DC 16 vs +11). Afterwords he has a 25%+ chance of failure, but also 3 rerolls due to lucky, so we will give him another 2 hours over.
total hours
8+2+4+2 = 16
Total Miles
16*7 = 112

now the fun part
He will 'Rest' for 8 hours
4 Hours sleep
3 hours and 1 minute of Food/Fun
59 Minutes of Walking for another 7 miles

He is now fully Refreshed and can do another 24 hour day.

Total Distance by 'walking' is 119 per day
Total for a week, 833 Miles

BONUS TIME! (We will bend the rules and use some magical effects)
If we assume he can Dash every turn during those runnings, he would do 238

Since he is a shadowmonk, and we assume he travels at night for 12 hours, he goes an extra 72 Miles for a final of 310 miles a day.

1 week of travel is 2170 miles

Notes:
1) Since it is a featurels plane, it would be impossible to Teleport and know that you have traveled any distance
2) Cunning Action for Rogue only works in Combat (per the wording) so I avoided it

Some work I've done on a similar mundane build exchanges some monk levels for paladin 6 (to get Cha mod to saves). Would that be worthwhile do you think?

hawklost
2015-01-16, 06:03 PM
Some work I've done on a similar mundane build exchanges some monk levels for paladin 6 (to get Cha mod to saves). Would that be worthwhile do you think?

I originally thought you would lose to much speed, but here are my calculations.

You can choose to go Monk 14 and Paly 6
Speed 35+25+10 = 70
Con Save = 6+5+5 = +16

I have also forgotten the monk ability to use Ki to reroll (14 Ki = 14 Rerolls)

8 hours walking is 56
(17-10) 7 hours of 'free' walking is 49
59 Minutes of walking is 7

Total so far, 16 hours (Rest included)

Now for the effective +17 rolls (Lucky rerolls and Ki rerolls)

DC starts at 18 where you can fail, thats only a 5% chance though, so we will jump up to a 30% chance before rerolls are used Thats a DC 23 witha 30% failue rate
+6 hours for low to no chance of failure

35-50% will take 1 reroll for a total of 4 more hours and now only 13 rerolls

55-70 will take 2 rerolls for a total of 4 more hours and now only 5 rerolls

75% will take 3 rerolls for a total of 1 more hour and down to 2 rerolls (Not enough to continue)

Total Hours Traveling from first break to finish of next is
16+6+4+4+1 = 31 hours

31*7 = 217 miles between rests

168/31 = 5.4 (1 week vs time so total times he does this)

final Distance without Dash or Shadowmove is now 1171.8 Miles in a Week

So yes AvatarVecna, it is a very good choice for a long distnace mover

AvatarVecna
2015-01-16, 06:28 PM
So yes AvatarVecna, it is a very good choice for a long distance mover

Heh, Monk/Paladin distance traveller...

"For your crimes against the nation of [insert nation here], I will track you down to the ends of the earth and drag you back by hand."

Perfect for a Paladin of Vengeance.

Eslin
2015-01-16, 10:06 PM
wind walk is better; it gives you *crazy* flying speed.

splash 2 rogue levels to dash as a bonus action and you can move 900 feet per round (move, use action to dash, use bonus action to dash).

combine that with spell use to remove exhaustion status as needed on occasion, though obviously an occasional long rest to recover spells will be necessary, I'm pretty sure you'll go much faster than any monk.

of course, this is still done with (mostly) druid levels, so the druid is still a good option :)

Is there a spell that removes exhaustion?

SharkForce
2015-01-16, 10:23 PM
Is there a spell that removes exhaustion?

greater restoration.

and of course, wish :P

Eslin
2015-01-16, 11:14 PM
greater restoration.

and of course, wish :P

Huh, completely forgot about that. Heal doesn't do it, brain ticked it off as undoable by spells.

Maxilian
2015-01-20, 10:31 AM
12 hour night = 7200 Rounds
7200 rounds = 7200 moves
7200 actions
7200 bonus actions

That mean you can take a total of 14400 Moves (using dash) and 7200 Shadow step.
Assuming your movement is 30, you can effectively move 432000 feet in that time using dash (assuming all passed con checks) and an additional 432000 feet from shadowstep. Totaling 864000 feet total.

That being for one night, 6048000 feet over the coarse of 7 nights. That means 6048 KM.

I hope that meets your stipulations.

Actually your movement will be more than 30 cause at lvl 2 you get + 10 movement, by the time you get Shadow step you will have a +15, but i guess you just wanted to make it simple :smallbiggrin: