Fastest possible land speed?


Advice


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Was reading the post about traits for movement speed and it made me think, how could I make a character with the highest land speed (the earlier the better).

Travel domain gives +10.
Barbarian gives +10.
Fleet gives +5 and can be taken several times.
Monk gives scaling one by level.
Elves get a racial FCB of +1 per level of Barb or Monk (would you say they'd stack? So barb 1 / monk 4 gets +5?)
Flame spirit Sharman gets +10 for 2 levels as it's a hex.

Always on bonuses over temp (spells okay but they only last a limited time).

What order would be best to pick things up to ensure the highest move speed at each level? Any way to either VMC or such to get multiple of these and and limit dips somewhat?

For combat ability I was thinking this could work as an archer using hit and bolt tactics, especially 'shoot on the run' to be able to keep opponents at bay. Though combat ability comes ad a secondary to speed.

Ideal level range would be 5-7, but would love to see how it could get even better at higher levels.

Edit:
Also found Impossible Speed for Mythicals gives +30, but likely won't be used.


Wild shape lasts plenty long enough and there are some pretty fast creatures out there. A nature priest druid can take the travel domain if desired. The cheetah's sprint spell can multiply a druids' speed by 10 for a round.

Also if the speed doesn't have to be personal consider riding something. Mounted archery can combine a full attack with a run action even.


Said druid transforming into a Cerynitis (land speed 180ft) might be pretty high up the scale.

Scarab Sages

Nothing is going to beat an air kineticist with air's reach, extreme range and ride the blast.

However, wild shape is going to be the easiest way. Also, the elf fcb for monk and barbarian would stack, if you had two favored classes. But elves don't get two fcbs.


The kineticist trick isn't exactly a land speed xD


Elf monk 20 with favored class bonus and Fleet x10 "only" hits 160 ft. (30 +20 favored class +60 enhancement +50 Fleet x10).

Druids cannot become magical beasts via wild shape unless I missed a clarification errata that neither online resource updated.

Anyone with access to beast shape IV via spell can for a few minutes, but the "easiest" way to maintain cerynitis form for a protracted period is probably via polymorph any object with a duration factor of 9 for most characters, making the spell permanent to gain 180' speed. (Same kingdom, same class, same or lower intelligence: 5 +2 +2 = 9). Well, assuming the recipient's Int is at least 11. If not, polymorph any object only lasts 1 week for the intellectually-challenged recipient.


A level 20 Psychic can have permanent Haste.

The Cricket card plus 3 others drawn from the Harrow Deck of Many Things would boost your land speed by 30'.

There's a random enhancement from the mutant template that gives you +10 to base speed.


Elf monk, racial fcb, Fleet (10) and the Cricket card (3 draws) = 190 ft. 200' if they gain the mutant template. ;)


Wasn't really looking for transformation as a way of doing it. And the cricket would work but feels a little cheesy especially for an NPC.

Pure monk is a viable option, but it seems to me that some dipping would improve it?


Fire Elemental Bloodrager 8th level gets +30 to land speed.

Barbarian rage power has an ability to run 6 times your speed.

Tiefling has an trait to get +10 to running for land speed.

Maybe put a few of those together with travel domain etc.

Monk of the 4 winds can charge at 10 times speed but I think that's 17th level or something. Not sure how to best use that.

Monk & Ninja can increase speed with Ki.

I did some experimental builds a while ago and had some pretty fast speeds I don't remember exactly how at this moment.

Anyways, maybe the above will be of use to someone looking to run fast. :)


DalmarWolf wrote:

Wasn't really looking for transformation as a way of doing it. And the cricket would work but feels a little cheesy especially for an NPC.

Pure monk is a viable option, but it seems to me that some dipping would improve it?

It depends as IIRC one of the hurdles to dipping will be the alignment restrictions of the NPCs monk levels. Also, one of the elf racial variants can pick up an additional 5 feet of base speed. There's only 3 levels of dipping space re: monk enhancement bonus to speed, and doing that costs another 5' of speed from loss of racial fcb for monk levels.

IIRC most dipping will not make up for the loss of 15' from monk/racial fcb lost, as those only grant a 10' bonus to speed. An ex-monk 17/barbarian 3 winds up at the same speed. Anything else I'm aware of results in losing at least 5' of speed.

So with one racial variant an elf Monk 20 using all 10 feats for stacking Fleet and their entire favored class bonus for the racial improvement to base speed should clock in at an all-day-long speed of (30 +5 race variant +20 favored class bonus +50 from 10 Fleet feats +60 enhancement bonus from monk) 165 feet.

Find a way via item or perhaps a monk bonus feat to pick up Run and they're clocking along at a "highway speed" of 82.5 mph (61.875 mph on mountain highways).


Pathfinder Adventure Path Subscriber

Vigilantes can get an additional 20 feet to their speed if they take the Shadow's Speed talent.

...now I'm envisioning a barbarian vigilante, and it's terrifying.

Liberty's Edge

Are you looking for distance or sprint running?

The 'Slow Time' ability of the Monk of the Four Winds archetype allows you to take four move actions in a single turn. Combine that with various burst of speed options (e.g. Cheetah's Sprint spell = 10x speed) and you can reach truly ludicrous sprint speeds.


Mostly looking for things that can be kept going indefinitely, but cool to hear about other things as well... might end up with a seriously fast character.


Level 1: Long limbed Elf base 35, Fleet feat for +5, and Inquisitor with the Travel domain for another +10. Total speed 50. (Not sure about traits, reactionary/warrior of old for initiative bonus I think. Are there any that affects running or such?)
Level 2: Bloodrager +10 speed, Total speed 60.
Level 3+: Zen Archer with FCB in speed for 15 levels. And fleet again. Total speed 65 at 3rd.

5th: 80 ft. (+5 from Fleet, +10 from 3rd Monk level)
7th: 90 ft. (+5 from Fleet, +5 from 5th FCB monk)
8th: 100 ft. (+10 from 6th Monk level)
9th: 105 ft. (+5 from Fleet)
11th: 120 ft. (+5 from Fleet, +10 from 9th Monk level)
12th: 125 ft. (+5 from 10th Monk FCB)
13th: 130 ft. (+5 from Fleet)
14th: 140 ft. (+10 from 13th Monk level)
15th: 145 ft. (+5 from Fleet)
17th: 165 ft. (+5 from Fleet, +5 from 15th Monk FCB, +10 from 15th Monk level)
19th: 170 ft. (+5 from Fleet)
20th: 180 ft. (+10 from 18th Monk level)

Does this look right?

Shadow Lodge

The new fey friend Druid can become Fey, so quickling is on the table


There is an older thread on that topic too.

http://paizo.com/threads/rzs2p14i?The-Fastest-Man-In-Golarion#1


Is a half-elf synthesist quadreped who just takes Fleet for all feats and limbs(legs) for all evolutions in the race?

40 base + 50 (10x Fleet) + 130 (26 base evolution pts) + 20 (5 evo pts from FCB Half Elf Summoner) = 240?

Not nearly as efficient as taking Flight up the evolution chain since that gives 20ft per 1 pt rather than land speed 10ft per 2 pts.

(just from memory here so correct my math please)


I know you are looking for permanent speed not temporary speed boosts from spells, but that said throwing cheetah's sprint on a character with already high move allows for some amazing charge range (not to mention a long or high jump).


i made a post last night but forums crashed so didnt get posted im gona go over it again here and will be taking some liberties with the rules but will end up with over 50k feet in a run action for 1 round here we go.

1st custom race they have hooves for feet and they live for hundreds of thousands of years, +2dex -2 int +2 cha(0rp),move speed normal(0rp) fleet foot run as a bonus feat and +2 initiative(3rp),fastx10 (10rp),medium(0rp),rest of the details are unneeded.

total land speed 130

2nd class levels barbarian 1, bloodrager 1,crossblooded sorcerer with fire element bloodline and impossible bloodline

total land speed 180

3rd horse shoes of speed normal bonus +30 enhancement bonus to land speed cost 3000 however using the improving magic items and extrapolating data by following the formula of ring of protection a x2 bonus would be x4 the cost, with x3 being x9 the cost,x4(x16),x5(x25),x6(x36),x7(x49),x8(x64),x9(x81) with finally x10 being x100 for a total of +300 enhancement bonus and a cost of 300k(150k if crafted which we will be doing)

total land speed 480

4th feats fleetx10,craft wondrous items, any 3 bloodline feats

total land speed 530

5th templates holy creature, unholy creature, mutant creature, fire infused creature(each add +10 base speed), warmachine(doubles all speeds)

total land speed 1140

6th apply mythic get mythic run feat for x6 speed on a run

total land speed with a run action 6840 with normal math, 5700 if weird paizo math is used for more than just dmg

7th spell research as a sorcerer you can create your own spells and using cheetah sprint as a base you can craft a spell that does x10 to all movement in a round and make it so it is an untyped bonus instead of enhancement i would put such a spell at around 3rd or 4th level in power

total land speed with a run action and the spell 68400 with normal math, 51300 if weird paizo math is used for more than just dmg

so just over mach 10 with real math or half way between mach 7 and mach 8 with paizo math


Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.


The Mad Comrade wrote:

Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.

To create a wondrous item, you must use up raw materials costing half of its base price.


Lady-J wrote:
The Mad Comrade wrote:

Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.

To create a wondrous item, you must use up raw materials costing half of its base price.

In play, during a campaign, sure. When statting up an NPC/brand new high level PC - which is what is being done - you pay retail.


The Mad Comrade wrote:
Lady-J wrote:
The Mad Comrade wrote:

Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.

To create a wondrous item, you must use up raw materials costing half of its base price.
In play, during a campaign, sure. When statting up an NPC/brand new high level PC - which is what is being done - you pay retail.

that's a guide line rather than raw, you can craft every item at 50% cost so long as you have the feats to say so and the gm doesn't change the rules


Lady-J wrote:
The Mad Comrade wrote:
Lady-J wrote:
The Mad Comrade wrote:

Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.

To create a wondrous item, you must use up raw materials costing half of its base price.
In play, during a campaign, sure. When statting up an NPC/brand new high level PC - which is what is being done - you pay retail.
that's a guide line rather than raw, you can craft every item at 50% cost so long as you have the feats to say so and the gm doesn't change the rules

There's no rule requiring the GM to give you time to craft during play or to assume you had time to craft before you began play.


Plausible Pseudonym wrote:
Lady-J wrote:
The Mad Comrade wrote:
Lady-J wrote:
The Mad Comrade wrote:

Don't think they're looking for a sprinting satyr (hooves for feet is called "monstrous humanoid", revisit race builder to pony up the RP cost).

Built-from-scratch don't get discounts on cost to make, they get a bonus to wealth and pay retail. You need 2 item crafting feats to get +50% if memory serves.

To create a wondrous item, you must use up raw materials costing half of its base price.
In play, during a campaign, sure. When statting up an NPC/brand new high level PC - which is what is being done - you pay retail.
that's a guide line rather than raw, you can craft every item at 50% cost so long as you have the feats to say so and the gm doesn't change the rules
There's no rule requiring the GM to give you time to craft during play or to assume you had time to craft before you began play.

work it into your backstory if your pre-crafting, and there's always time to craft during a campaign


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Lady-J wrote:
there's always time to craft during a campaign

Your world always sounds like such an interesting place.


Greater Eldritch Heritage with the Elemental (Fire) bloodline could eke out a bonus 10ft to base speed then the 4 Fleet feats you'd be giving up for it, although you wouldn't gain any bonus at all until 17th level.


Lady-J wrote:

i made a post last night but forums crashed so didnt get posted im gona go over it again here and will be taking some liberties with the rules but will end up with over 50k feet in a run action for 1 round here we go.

1st custom race they have hooves for feet and they live for hundreds of thousands of years, +2dex -2 int +2 cha(0rp),move speed normal(0rp) fleet foot run as a bonus feat and +2 initiative(3rp),fastx10 (10rp),medium(0rp),rest of the details are unneeded.

total land speed 130

2nd class levels barbarian 1, bloodrager 1,crossblooded sorcerer with fire element bloodline and impossible bloodline

total land speed 180

3rd horse shoes of speed normal bonus +30 enhancement bonus to land speed cost 3000 however using the improving magic items and extrapolating data by following the formula of ring of protection a x2 bonus would be x4 the cost, with x3 being x9 the cost,x4(x16),x5(x25),x6(x36),x7(x49),x8(x64),x9(x81) with finally x10 being x100 for a total of +300 enhancement bonus and a cost of 300k(150k if crafted which we will be doing)

total land speed 480

4th feats fleetx10,craft wondrous items, any 3 bloodline feats

total land speed 530

5th templates holy creature, unholy creature, mutant creature, fire infused creature(each add +10 base speed), warmachine(doubles all speeds)

total land speed 1140

6th apply mythic get mythic run feat for x6 speed on a run

total land speed with a run action 6840 with normal math, 5700 if weird paizo math is used for more than just dmg

7th spell research as a sorcerer you can create your own spells and using cheetah sprint as a base you can craft a spell that does x10 to all movement in a round and make it so it is an untyped bonus instead of enhancement i would put such a spell at around 3rd or 4th level in power

total land speed with a run action and the spell 68400 with normal math, 51300 if weird paizo math is used for more than just dmg

so just over mach 10 with real math or half way between mach 7 and mach 8 with paizo...

Get Hustle from Psionics somehow and you can manifest Hustle for a 2nd move action per round.

You'd basically be Flash or Quicksilver


Ryze Kuja wrote:
Lady-J wrote:

i made a post last night but forums crashed so didnt get posted im gona go over it again here and will be taking some liberties with the rules but will end up with over 50k feet in a run action for 1 round here we go.

1st custom race they have hooves for feet and they live for hundreds of thousands of years, +2dex -2 int +2 cha(0rp),move speed normal(0rp) fleet foot run as a bonus feat and +2 initiative(3rp),fastx10 (10rp),medium(0rp),rest of the details are unneeded.

total land speed 130

2nd class levels barbarian 1, bloodrager 1,crossblooded sorcerer with fire element bloodline and impossible bloodline

total land speed 180

3rd horse shoes of speed normal bonus +30 enhancement bonus to land speed cost 3000 however using the improving magic items and extrapolating data by following the formula of ring of protection a x2 bonus would be x4 the cost, with x3 being x9 the cost,x4(x16),x5(x25),x6(x36),x7(x49),x8(x64),x9(x81) with finally x10 being x100 for a total of +300 enhancement bonus and a cost of 300k(150k if crafted which we will be doing)

total land speed 480

4th feats fleetx10,craft wondrous items, any 3 bloodline feats

total land speed 530

5th templates holy creature, unholy creature, mutant creature, fire infused creature(each add +10 base speed), warmachine(doubles all speeds)

total land speed 1140

6th apply mythic get mythic run feat for x6 speed on a run

total land speed with a run action 6840 with normal math, 5700 if weird paizo math is used for more than just dmg

7th spell research as a sorcerer you can create your own spells and using cheetah sprint as a base you can craft a spell that does x10 to all movement in a round and make it so it is an untyped bonus instead of enhancement i would put such a spell at around 3rd or 4th level in power

total land speed with a run action and the spell 68400 with normal math, 51300 if weird paizo math is used for more than just dmg

so just over mach 10 with real math or half way between

...

the run action is a full round action and sorc has access to time stop :)


Three levels in Horizon Walker can get you Terrain Dominance (plains) for a 10 feet increase to your base speed.


Tieflings with the Fiendish Sprinter racial trait or Catfolk can net a +10 racial speed bonus when running, and being adopted by sylphs lets you grab the Following Breeze trait for an extra 5 feet.

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