Flux Capacitor don't fail me now!


Advice

Liberty's Edge

I'm looking to build the fastest character possible in Pathfinder (possibly for use in PFS).

The obvious route is Monk with Fleet taken at each feat, and perhaps spending ki to boost that on an as needed basis, but that's kinda boring.

As the title of the post indicates I'm looking for a speed of no less than 88mph, or (roughly, forgot the exact speed needed for 88mph) 90' base speed.

If you can make it within PFS specs that'd be great, but I'm curious to see how fast a character can be under a normal pre epic game with base races, and also what can be done with all Paizo material included.

Actually, I'd like to extend this challenge to all forms of movement (aside from teleport), swim, burrow, climb (and easiest of them all) fly speeds included!

Once some data is in I might be interested in seeing how a Golarian world race might be held, through some of the more iconic locations and environments of the world.


Any base race with a movement of 30', then add 1 level of Barb for another 10', then go all monk for a +60'. Right there gets you a movement of 100', without having to take any feats. (thats if they stack, since both are called Fast Movement, but neither say they don't stack with other movement enhancements..)

To get the other types of movement, you can go 12 levels of druid to be able to shift into the elementals, huge water gives you 120 swim, huge air gives you 120 fly, earth gives you burrow and earth glide, albeit only 20ft IIRC

can't think of any other methods right now


Pathfinder Rulebook Subscriber
materous wrote:

Any base race with a movement of 30', then add 1 level of Barb for another 10', then go all monk for a +60'. Right there gets you a movement of 100', without having to take any feats. (thats if they stack, since both are called Fast Movement, but neither say they don't stack with other movement enhancements..)

To get the other types of movement, you can go 12 levels of druid to be able to shift into the elementals, huge water gives you 120 swim, huge air gives you 120 fly, earth gives you burrow and earth glide, albeit only 20ft IIRC

can't think of any other methods right now

Boots of Striding and Springing are good, as are Boots of Speed (though those are limited).

Flame Oracle Cinder Dance revelation is +10 movespeed.

Greater Eldritch Heritage for a Fire Elemental bloodline movement bonus grants +30 movespeed, at a total cost of 4 feats, unless I've forgotten something... but at least, the other feats there do grant other bonuses too.

The Exchange

Hire a gang of stone giants. Make 'em stand 900' apart in a line in whatever direction you want to travel. Instruct all the giants except the first to delay their actions. Crawl inside a hollowed-out boulder (pad it well - and bring a barf bag.) Have the first stone giant pick up the boulder and toss it to the second giant (900' is the maximum thrown range increment for this attack), who will use his delayed action to hurl it to the third giant, and so on down the line.

Admittedly this will be expensive and unpleasant: but even allowing for the occasional missed attack roll or Reflex save, you can cross a continent in seconds. Heck, if the dice are with you, you'll be on the other side of the continent at the end of the same round you crawled into your boulder!

OK, we now return you to your regularly scheduled thread.


we need a target in game terms so we know when to stop bumping speed and taking other feats. Ok then.

5280 ft/mile * 88 mile/hour = 464640 ft/hour

464640 ft/hour divided by 60 min/hour = 7744 ft/min

7744 ft/min divided by 10 rounds/min = 775 ft/round

Thats flipping impossible is what im seeing. Even with run were talking a move speed of 155. That's insane. Your best bet would be a summoner with a flying eidolon who spends all points in fly (+20 ft per point spent) it can get up there. so 1 point for mount 2 for flight and at 12th level 13 into faster flight gives you 300 ft/round which is pretty close to 88mph on a double move. Not bad considering you can take a melee attack at no penalty after the mounts double move.


Summoner sounds best, though I do like the Stone Giants idea. Cleric with the Travel domain, just because nobody else mentioned it.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

So far, then, the fastest way to up your speed is to do the following:

Human, taking Fleet for your HD1 feat AND for your bonus feat.

First three levels are:
Cleric (Travel Domain)
Barbarian
Oracle of Flame Cinder Dance

So by level 3, your base speed (in light or no armor) would be 70 feet (75 if you take Fleet again at HD3). That's also a +16 to jump checks, for the record. ;)

Keep taking Fleet for all your feats, and by the time you retire at level 12 (if this is PFS), you've got a 95-foot base land speed (and a +24 bonus to jumps).

Plus items.

Liberty's Edge

Monk, 1 level Sorc dip for Expeditious Retreat, there is a PC in my local PFS group who can get his speed to 90' per move action, and I think he is only level 2 or 3.


Callarek wrote:
Monk, 1 level Sorc dip for Expeditious Retreat, there is a PC in my local PFS group who can get his speed to 90' per move action, and I think he is only level 2 or 3.
Monk's Fast Movement wrote:
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Expeditious Retreat wrote:
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

No stacking.


Playing a level 12 monk of the 4 winds. You can use a ki power for slow time. I think the movement is ~280 ft.

I know you said no epic levels but at level 17 you can take aspect of the tiger and move 900 ft in a round and end it with a pounce...


Summoner (synthesist) with evolutions into fly beats them all.
Synthesist 5: Fly 30' for 2 Evol points, plus 6 more Evol x 20' each for 150' flight. (Plus you can swap for other movement forms (w/ level gain)) Get Spring Attack and longspear for ornery attacks from above.
Not best use of evol pts, but you still have spells to buff you & party and be a good melee combatant, or use pits & summons to harass from the air.
Every level you go up, you get at least 1 Evol pt. for 20' more.
At 12th you could fly 310' if desired.
(If it's based on the Eidolon's base move get quadruped for 10' more, and you can take legs before level 5 for 10' for 2 pts.)

Maybe Barb 1/ Summoner 4/Dr. Disciple 7 for Dragon Form I, but then you're nearly retired
Summoners get Exp. Retreat, Fly, Ph. Steed, Haste, Spider Climb, so you're pretty set for spells, and you'll be strong enough to contribute in battle. (Easy Str. 26 by level 8, raging w/ +2 item)

Druids...
Cheetah, Longstrider, plus ignore a lot of difficult terrain.
Elemental Form I: Air Elemental (60' fly, perfect) at 6th, for hours, unlike a lot of the others that are short bursts that take a round or two to buff.
Get Spring Attack and harass the heck out of enemies from above.
(There may be an archetype/shaman w/ access to Travel Domain too.)
Exploration subdomain of Travel gets Exp. Retreat.

Arcane...
Elem. Form I (4th level spell), plus all the Summoner Spells above

Anyway, it's nice to be that fast, but make sure you can do something effective once you get there!


Bribe the GM to let you play a quickling.

Grand Lodge

Boots of Striding and Springing are, what, 5K?

About 1/4 the worth of a Delorean.

Sovereign Court

You're going to an awful lot of work to just name your character Marty McFly.

BTW, from actual PFS play, you will rarely use that much movement speed. Most encounters take place at less than 50'

Liberty's Edge

Nebelwerfer41 wrote:
You're going to an awful lot of work to just name your character Marty McFly.

Just a thought experiment for now, but if I get back into GMing I may end up with another character 'starting' above first level.

Currently have a 30' dwarf barbarian (named Shamus McNugget) and understand I make poor choices when not feeling well.

Currently the fastest player at our local games is a 45' cleric, and the quickest an init 17 rogue/PFS delver.


Remember folks, a lot of these are enhancement bonuses to speed, and therefore don't stack.

Enhancement Bonuses

  • Boots of Striding and Springing
  • Expeditious Retreat
  • Fast Movement, Monks
  • Haste


Start with Barbarian and exchange that one level Sorcerer dip for an Inquisitor, pick the travel domain to increase your base speed another 10' (as far as I can see, this stacks with the Barbarian boost.) Expeditious Retreat is on the Inquisitor Spell list. So at level 2 your base speed is 50, with a boost to 80 at least once a day, and more with a high wisdom score.
If you wanna get nuts you could play a tiefling and try rolling for one of the speed abilities. But a tiefling barbarian/inquisitor seems kind of wrong. And the smart money is on the human who takes Fleet for a bonus feat, and is guaranteed +5 speed as long as he doesn't load up on the armor.

So if speed is your only goal, at level three you can dip into sorcerer for a Skyborne bloodline and get the little boost from the wind jaunt power, which gives you an extra 10' to that 50, and 15' of it is flying. Or, since you probably don't care about the spells, you could crossblood for a better arcana, like Destined or Dreamspun.

So now either you can start going for Monk, and wait 11 levels for his speed to catch up to Exp Retreat, or stick with a 55/65 flying Human Barbarian 1/Sorcerer 1/InquisitorX who can use that spell more often as he levels. And if you're REALLY nuts about speed, that Sorcerer level can also "learn" the arcane version of Exp. Retreat, meaning you get it up to 6 times per day at level 3. I would personally go for something not on the Inq spell list, like Mage Armor (to boost AC while keeping you fast), Mount, Enlarge Person, Reduce Person, Gravity Bow.

Side question: Does this build need to invest a Sorcerer "Spell Known" into Exp Retreat, or can we assume he "knows" it by virtue of being an Inquisitor and continue to cast it sorcererly after his Inq spells are used up? They are both spontaneous classes, after all, and it is the same exact spell.

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