PDA

View Full Version : Pimp my overland speed



Picasso007
2007-08-04, 08:40 PM
So, I've seen a couple threads in which people have devised builds that push the sound barrier in one all-out shot. The question I have, though, is this: what're the fastest overland speeds achievable? Ideal would be a speed that could be maintained indefinately, but for the purposes of this thread, let's define overland as speeds that you can maintain for at least an hour, minimum.

The reason that I'm asking is that I've got a campaign idea in the works that involves a literal cross-country race (no teleportation allowed :smalltongue:), and I want to know what upper-bound to expect (and if the basis of an NPC's stats should be generated here, well, that's ok too! It's not a race if there's no one to compete with! :smallwink:)

So, yeah, I guess this is anything-goes build-wise, although if you want an extra challenge, restrain yourself to the core, complete, race, and terrain (Frostburn, etc.) splatbooks; I won't be using psionics or setting-specific material. Bonus points for mid-level builds (8th-12th level).

Gralamin
2007-08-04, 08:59 PM
You can get Land speeds from all of the following sources:
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
Ranger 6, class variant, Complete Warrior, +10'
Scout 3, 11/20, Complete Adventurer +10 (land)
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)
Celerity, domain, Complete Diving, +10'
Wildrunner 1, ecl 6, Races of the Wild, +10', Elf only
Whisperknife 6, ecl 11, Races of the Wild, Halfling only
Pregrine Runner 5, ecl 12, Races of Stone
Reachrunner 1, 4/5 (+5/+10), ecl 6, Races of Eberron
Shadow Scout 2 (OA) ecl 8
Dervish 2/5/8 (+5/+10/+15)
Gnome Giant-Slayer 6, ecl 11, Complete Warrior
Atavist 5 (cautious spirit), ecl 10, Races of Eberron, +5' for all movement modes
Elemental Warrior (fire) 4, ecl 11, Planar Handbook
Cloud Anchorite 4, 8/10, ecl 10, Frostburn
Primeval 8, ecl 16, Frostburn, +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
Shifter w/Longstride trait, Eberron Campaign Setting, +10', while shifting
Longstride Elite, feat, Eberron Campaign Setting, +10', while shifting
Nentyar Hunter 2, ecl 7, FR: Unapproachable East, +10'
Improved Speed, feat, Draconomicon - fly speed improves by 20', all others improve by 10'
Speed of Thought, feat, XPH - +10' insight bonus
Divine Vigor, divine feat, Complete Divine - temporary +10'
Barbarian 3 (Fangshield substitution level), Champions of Valor - +10' while charging
Marshall 2, Miniatures Handbook - +5' per aura bonus
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)
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'
Fleet of Foot, regional feat, Player's Guide to Faerun - +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
Vandalis Beastkeeper 10, ecl 14, Eberron: Dragonmarked - +10', does not specify land only
Wild Soul 6, ecl 11, Complete Mage - +10'
Minor Shapeshift, reserve feat, Complete MAge - +5' enhancement, limited duration, see text
Swiftness of Orien, feat, Player's Guide to Eberron (p.48) - +20' to 90' enhancement to all speeds, see text
Freedom, Mantle, Complete Psionic - +10' (untyped) to all speeds
Berserk 1, ecl 6, Deities and Demigods - +10'
Unseen Seer 6, ecl 11, Complete Mage - 10'
Extreme Leap, skill trick, ecl 2, Complete Scoundrel, +10' see text
Mark of Malbolge, feat, Fiendish Codex II, +10' for 1 round, see text
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
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
Forest Reeve 1, ecl 6, Complete Champion, +10' land
Holt Warden 2, ecl 7, Complete Champion, +10' land speed if already have woodland stride
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

From the list of stuff (http://boards1.wizards.com/showthread.php?t=662842)

I'll go through it and find the highest amounts.

Step 1: Pruning list to extra challenge Specifications

Triaxx
2007-08-04, 09:06 PM
Divine metamagic allowable?

Gralamin
2007-08-04, 09:14 PM
Pruned list, under the assumption that races of Eberron counts as Eberron and not a races book.

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
Ranger 6, class variant Complete Warrior +10'
Scout 3, 11/20 Complete Adventurer +10 (land)
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)
Celerity,domain, Complete Divine, +10'
Wildrunner 1, ecl 6, Races of the Wild, +10', Elf only
Whisperknife 6, ecl 11, Races of the Wild, Halfling only
Pregrine Runner 5, ecl 12, Races of Stone
Dervish 2/5/8 (+5/+10/+15) Complete Warrior
Gnome Giant-Slayer 6, ecl 11, Complete Warrior
Cloud Anchorite 4, 8/10, ecl 10, Frostburn
Primeval 8, ecl 16, Frostburn, +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'
Wild Soul 6, ecl 11 Complete Mage +10'
Minor Shapeshift, reserve feat, Complete MAge +5' enhancement, limited duration, see text
Unseen Seer 6, ecl 11 Complete Mage 10'
Extreme Leap, skill trick, ecl 2, Complete Scoundrel +10' see text
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
Forest Reeve 1, ecl 6 Complete Champion +10' land
Holt Warden 2, ecl 7 Complete Champion +10' land speed if already have woodland stride
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

Step 2: Viable Build. I'm gonna go Druid.

Joltz
2007-08-04, 09:21 PM
Anything that boosts your movement speed constantly+being undead (I like vampires). I made an important vampire NPC with a few monk levels and she ended up with a ridiculous overland speed because undead don't get tired. of course, anything that helps you heal/prevent the nonlethal damage from hustling more than an hour would work. Let's see... a few constant speed bonuses off the top of my head

-Barbarian fast movement (stacks with everything, requires only one level)
-Monk fast movement (Enhancement bonus, increases with level)
-Any one of a variety of shoes such as Boots of Striding and Springing
-The Dash feat (CWar, +5 move speed)

err, nvm. As I preview my post, I see that I've been ninjaed a lot

Jack_Simth
2007-08-04, 09:29 PM
Simple build:

A Phantom Steed (Core Spell) is a mount that gets a speed of 20 feet per caster level (to a max of 240 - at caster level 12). Assuming, for the moment, that the spell refers to the same speed as in the monster entries, you can force the Horse to Hustle for an hour without a problem at all - so a 12th level caster would get 48 miles (by D&D count) in that one hour. A Caster Level 12 Wand of Haste (pricy, but legal for this exercise, I think; could also use a Caster Level 6 Wand of Extended Haste for slightly less cost) invoked every 12 rounds would grant 600 rounds (1 hour) of +30 Move (which boosts the Phantom Steed up to 54 miles in an hour, but would empty the wand completely).

Gralamin
2007-08-04, 09:39 PM
^ Jack wins. Here is as close as I could get, ignoring RP Requirements:
Oh yeah, he's human.
{table=head]Level|Class|Feat|Notes
1|Barbarian 1|Feat: Dash, Track|+10 from barb, +5 from Dash
2|Druid 1||
3|Druid 2|Feat: Endurance|
4|Druid 3||
5|Druid 4||
6|Druid 5|Feat: Cheetah's Speed|For 1 hour, 50 ft base land speed
7|Forest Reeve 1||+10 from Reeve
8|Complete Warrior Variant Ranger 1||
9|Complete Warrior Variant Ranger 2|Feat: Great Fortitude||
10|Complete Warrior Variant Ranger 3||
11|Complete Warrior Variant Ranger 4||
12|Complete Warrior Variant Ranger 5|Feat: Power Attack|
13|Complete Warrior Variant Ranger 6||+10 from Ranger
14|Monk 1|Improved Unarmed Strike|
15|Monk 2|Open Feat|
16|Monk 3||+10 from monk
17|Fist of the Forest 1||+10 from Fist of the Forest
18|Mythic Exemplar 1|Open Feat|
19|Mythic Exemplar 2||+20 from Paragon's Gift, Least: Orsos
20|Sanctified One (Kord)||+10 ft[/table]
Calculations:
50 ft base + 10 Barbarian + 10 from Reeve + 10 from Ranger + 10 from monk + 10 from Fist of the Forest + 20 from Paragon's Gift + 10 from Sanctified one
= 130 ft. Once per hour, he can also move at 580 ft (or 1300 I'm not sure if it 10x base or 10x total).
A haste wand trick won't work unless you put ranks in use magic device, in which case you can bring those up to 160 ft and 610 (1600) ft respectively.

brian c
2007-08-04, 09:59 PM
^ Jack wins. Here is as close as I could get, ignoring RP Requirements:
Oh yeah, he's human.
{table=head]Level|Class|Feat|Notes
1|Barbarian 1|Feat: Dash, Track|+10 from barb, +5 from Dash
2|Druid 1||
3|Druid 2|Feat: Endurance|
4|Druid 3||
5|Druid 4||
6|Druid 5|Feat: Cheetah's Speed|For 1 hour, 50 ft base land speed
7|Forest Reeve 1||+10 from Reeve
8|Complete Warrior Variant Ranger 1||
9|Complete Warrior Variant Ranger 2|Feat: Great Fortitude||
10|Complete Warrior Variant Ranger 3||
11|Complete Warrior Variant Ranger 4||
12|Complete Warrior Variant Ranger 5|Feat: Power Attack|
13|Complete Warrior Variant Ranger 6||+10 from Ranger
14|Monk 1|Improved Unarmed Strike|
15|Monk 2|Open Feat|
16|Monk 3||+10 from monk
17|Fist of the Forest 1||+10 from Fist of the Forest
18|Mythic Exemplar 1|Open Feat|
19|Mythic Exemplar 2||+20 from Paragon's Gift, Least: Orsos
20|Sanctified One (Kord)||+10 ft[/table]
Calculations:
50 ft base + 10 Barbarian + 10 from Reeve + 10 from Ranger + 10 from monk + 10 from Fist of the Forest + 20 from Paragon's Gift + 10 from Sanctified one
= 130 ft. Once per hour, he can also move at 580 ft (or 1300 I'm not sure if it 10x base or 10x total).
A haste wand trick won't work unless you put ranks in use magic device, in which case you can bring those up to 160 ft and 610 (1330) ft respectively.

Haste is an enhancement bonus, and thus won't stack with the Monk enhancement to speed. Instead of the +10 from Monk levels, you'd get +30 from Haste, so your speed would be 150ft. Same thing with Expeditous Retreat.

Jack_Simth
2007-08-04, 10:13 PM
Ah, I forgot the Cleric-6 Wind Walk spell (also Core); 1 Hour/Level duration, and the key point: "If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability."

So a Cleric-11 can go faster than the Wizard-12, and keep it up longer, for less money.

Triaxx
2007-08-05, 07:14 AM
I'm having trouble seeing a justification for six levels of ranger. Unless it's just to get the feats to qualify for the PrC's. In which case I'd dump it for a level of cleric just to pick up the travel domain. Then spend the other levels in monk, adding +20 speed, as opposed to +10.

Unless I'm mis-calculating that's a base speed of 160ft.

Jack_Simth
2007-08-05, 11:13 AM
I'm having trouble seeing a justification for six levels of ranger. Unless it's just to get the feats to qualify for the PrC's. In which case I'd dump it for a level of cleric just to pick up the travel domain. Then spend the other levels in monk, adding +20 speed, as opposed to +10.

Unless I'm mis-calculating that's a base speed of 160ft.

...And in order to beat the Hustling Phantom Steed or the Wind Walking cleric (both simple, straight-up builds) you need something so that you can run for a solid hour. The Undead type, perhaps, or maybe be a Warforged.

Gralamin
2007-08-05, 11:28 AM
I'm having trouble seeing a justification for six levels of ranger. Unless it's just to get the feats to qualify for the PrC's. In which case I'd dump it for a level of cleric just to pick up the travel domain. Then spend the other levels in monk, adding +20 speed, as opposed to +10.

Unless I'm mis-calculating that's a base speed of 160ft.

Its both feats and a way to get 10 ft. I don't see any reason for the Travel domain.
Also I think your miscalculating. Travel Domain has nothing to do with speed, and suggesting 1 cleric, 5 more levels of monk, would result in the same speed (You lose 10 from the ranger, gain 10 from monk).

Citizen Joe
2007-08-05, 11:30 AM
All I can say is read all the speed bonuses carefully to determine the type of bonus they are. Most will not stack.

Gralamin
2007-08-05, 12:03 PM
All I can say is read all the speed bonuses carefully to determine the type of bonus they are. Most will not stack.

Enhancement doesn't stack, Fast movement stacks with itself. Cheetah's speed changes your base speed, and Dash is useless because of this.

Triaxx
2007-08-05, 01:27 PM
That was my miscalculation, since Longstrider, gained from the Travel Domain, is an enhancement bonus.