
Fallen_Mage |

I think you might have done the math wrong.
The way I calculated it:
Human = 30 ft
Fleet taken = 11 times (including 1 lvl Human bonus)
Speed bonus = 11 x 5 = 55
Total speed = 30 + 55 = 85
Ride the Lighting = Move at 10 times normal speed (85 x 10 = 850 ft. in 2 minutes)
That's still ridiculas though. Imagine if it was just rounds/day instead of 1/day. You would essentially be The Flash.

Kydeem de'Morcaine |

Back in 3.x I once made horrible arcane/psionic/rogue crossbow sniper. Used the shrink item spell on a 'steel telephone pole sized' bolt, oversized crossbow, true strike, etherial jaunt, and a bunch of 'once per' psionic abilities to get 1 hellascious shot each day. Then almost all of the abilities were used up for the day and he was a rather poor crossbowman the rest of the time.
It was fun for a singleton module, but would have quickly become boring for an extended campaign. Plus getting to those levels would have been really tough.

Serisan |

Just made some calculations for fun. If you have done anything similar please post.
Human Stormborn Sorcerer at lvl 20
All feats taken are 'Fleet'
Can use lightning form thingy to travel 14000ft in 2 minutes once per day. Thats one way to leave your party for dead and get away.
=D
You could also dip 1 level Barbarian and 1 level Cleric (Travel Domain) for an extra 20 speed. This probably increases the distance, but I don't have time to do the math.
Also, Boots of Springing and Striding or, even better, Expeditious Retreat.

Kydeem de'Morcaine |
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One group wanted more magic items but not to the extent of throwing off the power curve. So I used to give out lots of not terribly useful magic items.
Magic clock that keeps perfect time for any location you ask from it. But it was too big to move around easily.
Magic saddle for an extinct animal.
+3 Arrows that deliver cure moderate on a hit.
Crossbow bolts that are +6 to hit and -6 damage.
+4 Lance that shattered on contact with any metal (including a gauntlet on the hand holding it).
Tiny golem 'edward siscor hands' to mow lawns.
Tiny golem to clean all the rust from links of a chain mail armor.
Formal 'mood' clothing that changes color based on emotional state.
Magic ship that will continue to move at 1 mph even in dead calm but is otherwise 2 mph slower in all weather conditions.
Hunting shack that slowly moves in random direction (can not be steered).
Things like that.

Dragonamedrake |
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In 3.5 they I remember a discusion about the Commoner Rail gun.
Take 1000 commoners and place them in a line 5 feat apart. Have each delay to act after the person to the left. Starting at the first he hands off a Iron ball to the next... and the next and the next.
Now because how 3.5/PF deals with rounds all 1000 people hand off the ball in the same 6 seconds.
So that iron ball just moved 5000 ft in 6 seconds.... last person should be able to just let go of the ball... and boom...
Commoner Rail gun.

3.5 Loyalist |

I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.
Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.

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I was talking to a friend of mine about the archetypes for Pathfinder. We couldn't stop laughing at the Empyreal Knight archetype for the Paladin. We decided that if either of our characters in our current campeign died, we would make one with the bonded mount in which it would be some sort of flightless bird. Giant Chickens, Giant Penguins, Giant Kiwis, Ostriches, Emus, and the ever popular Giant Dodo. We questioned if they would grow extra wings or if the old ones were useable for flight now... Not exactly useless, but extremely funny, none the less.

Dragonamedrake |

I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.
Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.
Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).

Kydeem de'Morcaine |

I've used this on the party as a reoccuring villian.
Gnome rog/ill heading toward arcane trickster. All his spells, abilities, and magic items were geared for escape and evasion. he had a grudge against the party, but wasn't a bad guy.
He would show up once or twice an adventure by following the party invisibly. He would buff himself up. From surprise cast a single debuff or controlling spell during one of their battles or negotiations (ex were: slow, faerie fire, stinking cloud, greater darkness, illusion so everyone (that failed a save) on the field looks the same, suggestion to tell the baron your real opinion of him, etc...). Then he would flee.
Drove them nuts after awhile.

Thanis Kartaleon |

3.5 Loyalist wrote:Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.
Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.
I think an elegant solution to this glitch would be to limit the number of creatures who can affect a particular object in one round to two. So, one person can use a weapon as a standard action and pass it off as a move action. The second person takes it as their move action and then can do something with it, but it cannot be passed on further.

Caedwyr |
I liked the interaction between Monk of the 4 Winds, Slow Fall, and the Cloud Step feat.
Cloud step did the following:
As a move action, you can air walk (as the spell) up to half your slow fall distance. You must reach a solid, level surface by the end of your turn or you will fall.
Slow Fall at level 20 lets the monk use slow fall for any distance.
Monk of the 4 Winds (Aspect of the Kirin) allows the monk to fly (they must land before the end of the turn).
So, the combo essentially let the monk air walk half of their infinite slow fall distance. Since half of infinity is still infinity, it allowed the monk to be anywhere they could move to in a single round.
I think there's been some nerfing of the combo, which strikes me as a shame. Level 20 is a great time for doing crazy things

Malfus |
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Level 20 half-elf synthesist (quadruped):
4 feats are Extra Evolution
4 feats are the Eldritch heritage (Stormborn) line (skill focus bonus, 3 eldritch heritage feats)
3 feats are fleet.
All evolutions are in the Flight evolution. 35 pts total (26 base, 4 from bonus feats, 5 from choosing 1/4 ev.pt. every level as a half-elf). That makes a fly speed of 715 ft (40 base, 660 from extra points, 15 for fleet)
As a full round action, he can travel 7150 feet in 6 seconds through the sky. That is ~1192 ft/s. The sound barrier is ~1116 ft/s. He can travel faster than the speed of sound for 2 minutes every day.
EDIT: hasted bumps the speed up by 30. 745 base fly speed, 1242 ft/s for 2 min. a day.

Dragonamedrake |

Dragonamedrake wrote:I think an elegant solution to this glitch would be to limit the number of creatures who can affect a particular object in one round to two. So, one person can use a weapon as a standard action and pass it off as a move action. The second person takes it as their move action and then can do something with it, but it cannot be passed on further.3.5 Loyalist wrote:Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.
Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.
Well its all theoretical to begin with. I dont see someone really trying this in a game. After all it would be almost impossible to get 5000 people in a line and all working together.
But it is fun to consider. You could also use it to pass notes back and forth lol. Get a note or pass one back every 6 seconds...
Commoner Instant Messaging!

Banecrow |

This is a neat idea, and I got a quick laugh from it. Though, perhaps a more useful useless calculation would be to determine how a to get a creature up to 88 miles per hour, and then have someone in position with a Readied Action (Lightning Bolt spell) at that exact point?
LOL this one did make me laugh.
As a side note 88 miles per hour is equal to 129.066667 feet per second. If you are moving 850 feet a round you are moving 141.666666 feet per second. Which works out to 95.5909091 miles per hour.

Dal Selpher |

Celestial Pegasus wrote:This is a neat idea, and I got a quick laugh from it. Though, perhaps a more useful useless calculation would be to determine how a to get a creature up to 88 miles per hour, and then have someone in position with a Readied Action (Lightning Bolt spell) at that exact point?LOL this one did make me laugh.
As a side note 88 miles per hour is equal to 129.066667 feet per second. If you are moving 850 feet a round you are moving 141.666666 feet per second. Which works out to 95.5909091 miles per hour.
So you're telling us it can be done! Now all we need is a flux capacitor!

Dekalinder |

In 3.5 they I remember a discusion about the Commoner Rail gun.
Take 1000 commoners and place them in a line 5 feat apart. Have each delay to act after the person to the left. Starting at the first he hands off a Iron ball to the next... and the next and the next.
Now because how 3.5/PF deals with rounds all 1000 people hand off the ball in the same 6 seconds.
So that iron ball just moved 5000 ft in 6 seconds.... last person should be able to just let go of the ball... and boom...
Commoner Rail gun.
Talking about this?

Malfus |

just so you guys can play with it, the speed of sound at sea level is roughly 1,100 feet per second, or 6,600 feet in six seconds (1 1/4 miles) or one round.
So if you can get faster than 6,600 feet per round, you will generate a sonic boom.
Already did, check two posts above yours.

Kydeem de'Morcaine |

Kydeem de'Morcaine wrote:I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.
...+3 Arrows that deliver cure moderate on a hit.
..
In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.
They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"

Serisan |
2 people marked this as a favorite. |

Theconiel wrote:Kydeem de'Morcaine wrote:I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.
...+3 Arrows that deliver cure moderate on a hit.
..In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.
They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"
See, I'd be holding back to use those against undead, but I'm like that.

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Kydeem de'Morcaine wrote:See, I'd be holding back to use those against undead, but I'm like that.Theconiel wrote:Kydeem de'Morcaine wrote:I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.
...+3 Arrows that deliver cure moderate on a hit.
..In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.
They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"
Both brilliant!
I misunderstood what the arrows were doing; I thought they inflicted healing instead of damage. It sounds as if they did both simultaneously.Our party, as it happens, is about to take on a huge infestation of undead. I shall have to see about this, if I can come up with a way fo justify my "beef-witted" monk's thinking of it.

Kydeem de'Morcaine |

...Both brilliant!
I misunderstood what the arrows were doing; I thought they inflicted healing instead of damage. It sounds as if they did both simultaneously.Our party, as it happens, is about to take on a huge infestation of undead. I shall have to see about this, if I can come up with a way fo justify my "beef-witted" monk's thinking of it.
Oh it was definitely both. A level 10 cure moderate heals an average of 19 damage and the archer was doing an average of about 14 iirc. One time he actually crit'd with a healing arrow and nearly killed the guy (he was far into negative and only survived because of really hogh con). The group used up almost the whole quiver of arrows before it occured to them that they would work alot better for the halfling that was using a non-magical, non-strength shortbow.
I don't know of any way RAW to econmically make those in PF. I don't think they were even RAW in 3.x ed.
To be honest, I don't think any of us ever even thought about using them on undead.

YawarFiesta |

I don't know of any way RAW to econmically make those in PF. I don't think they were even RAW in 3.x ed.To be honest, I don't think any of us ever even thought about using them on undead.
RAW is use existing items as benchmarks, so taking arrows of fireball as a guideline, I think the formula is:
40 * CL * Spell level + 6 (from masterwork arrow); only for single targeted spells and AoE spells.So arrows of cure moderate:
40 * 3 * 2 + 6 = 246 gp
Humbly,
Yawar

Thomas Long 175 |
Why not go monk and use the eldritch heritage feats?
Human Monk
30+60=90
Ki
110
Feats (11)
Skill Focus Knowledge Nature
Eldritch Heritage
Greater Eldritch Heritage
Improved Eldritch Heritage
Fleet*7
110+35=145
And for fun the monk bonus feats are dodge mobility and spring attack
145*10=1450 feet/round

Munkir |

Carpet Bomb
Magic Carpet+a lot of necklaces of fire balls
just fly around tossing out beads.
A fun Magic item i came up with was fun.
BloodStone
When the target is damaged his blood shoots forth and turns to hard red outcrops that are as hard as stone.
The way i set it up is you ether get a AC boost or you get a good amount of damage on a grapple.
You had to watch out if you where damaged to much it slowed you down a good bit even causing you to to be denied you dex to AC.
A non magic item i came up with was the Sticky grenade take a fuse grenade some casting plaster or other substance to keep it help to a tangle foot bag cover the fuse with flash powder and you got something fun to throw at creatures.

Ashiel |
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I can remember a time discussing whether or not buying 200~ chickens and training them to attack enemies like Orc fighters or Dragons. It only took 4 Gold, too. Could do some serious damage.
My group decided that chickens would be similar to land-bound cat-sized birds, and used the 3.5 stats for Ravens (Tiny, 1/4HD animals, swapped fly and land speeds). I had one of my necromancers buy up a lot of chickens and animate them as bloody burning skeletons, and created a small army of exploding regenerating chicken bombs. They only had 1 hit point, and were tiny, so you could get a lot of them to pop at once (especially if you dropped an AoE attack on them). When they explode, they would deal 1d6 fire damage to everything around them. Each regenerated within 1 hour after being destroyed.
Have hordes of flaming regenerating chickens dogpile the bad guy, drop sound burst and make 'em all blow sky high. XD
EDIT: Training normal chickens would still have their uses. For one, if they kept dogpiling enemies, they would either eat up the enemy's attacks of opportunity, occasionally peck the enemy for 1 nonlethal damage, or drive enemies crazy with aid-another or by providing cover to hamper attacks of opportunity.
Reminds me of the wish option in Baldur's Gate II. If you make the wish "I wish for a horde to overrun my enemies", a horde of rabbits spawns on the screen and clogs up the battle something fierce. They're useless and can't attack worth beans, but it's surprisingly hard to move through all those rabbits! XD