Becoming the Flash


Pathfinder First Edition General Discussion


The name says it all. I was inspired by this thread, along with some thoughts that I've been having for some time. Anyway, as this is a bit of a superhero build, this can go all the way to the top (level 20/MR 10), but doesn't have to.
So, this is a challenge. The goal is the highest possible base speed (and/or fly speed, climb speed, swim speed, etc.), perfectly crafted so this guy is insanely good at running.

I'll start it off with a simple build. 11 levels, 1 mythic rank.
Elven Monk 10/ Cleric of Abadar 1; Champion 1
30 base speed + 30 fast movement + 10 traveling domain + 30 impossible speed +10 FCB for a grand total of 110 base speed at level 11/ MR 1.
And that's before being able to take fleet up to 5 times (+25 base speed), mythic fleet once (+5 feet), using mythic power to increase impossible speed (+10) and any enhancement bonuses from haste (+30 feet), giving a grand total of 180 feet.

I'm pretty sure he can go faster. What's every possible stacking bonus for base speed? And, while we're at it, can we bump up base swim, climb, fly, and burrow speeds?


At 11 levels of half elf Hussar you can:

50 mount base speed +10 racer archetype +20 hussar archetype + 30 horseshoes of speed + 25 from fleet 5 times +10 FCB for a grand total of 145 base speed without mythic ranks or short term spell enhancement.

Racer also once per hour lets you run or charge at 10X your speed, which means every hour you can dash about a mile and a third in 6 seconds, over 600 mph.


What is FCB?


1 person marked this as a favorite.

Favored class bonus for half elf cavalier


I once suggested my DM to refluff Dimensional Dervish as running impossibly fast. He didn't like it :(


I'm pretty sure the eidolon can increase its base speed indefinitely as long as it has evolution points to spend. So the answer is probably synthesist summoner?

Silver Crusade

Can anyone make this playable? The Flash is a nice superhero but taking the Fleet feat every other level sucks the big one.

A vanilla Unchained Monk has a base speed of 90 at 20th level without a single speed feat, so being fast can be done playably and optimally. UnMonk is pretty good these days with a good style and the dimensional line.

Perhaps that is the direction the build should go? OP's example has a movement of 180, but being able to spam Dimension Door-like abilities make it irrelevant - a Monk with Abundant Step can jump at her lowest available level a minimum 800 feet per round. This is with no feats.

So, can we make something useful that is also very fast? Quite happy for it to be pretty outlandish - something like a Centaur Monk might work.


There is also a Kineticist spamming Ride the Blast. No real speed is given, but it's akin to a dimensional travel affect IMO.


Aerokinetic.

At level 2 they can jump twice their check.

At level 6 they fly 60'.

At level 12 they can ride the blast for 960' and fly for 60' for a total of 1080'/rd.

And that's without mythic.


Daedalus the Dungeon Builder wrote:

The name says it all. I was inspired by this thread, along with some thoughts that I've been having for some time. Anyway, as this is a bit of a superhero build, this can go all the way to the top (level 20/MR 10), but doesn't have to.

So, this is a challenge. The goal is the highest possible base speed (and/or fly speed, climb speed, swim speed, etc.), perfectly crafted so this guy is insanely good at running.

I'll start it off with a simple build. 11 levels, 1 mythic rank.
Elven Monk 10/ Cleric of Abadar 1; Champion 1
30 base speed + 30 fast movement + 10 traveling domain + 30 impossible speed +10 FCB for a grand total of 110 base speed at level 11/ MR 1.
And that's before being able to take fleet up to 5 times (+25 base speed), mythic fleet once (+5 feet), using mythic power to increase impossible speed (+10) and any enhancement bonuses from haste (+30 feet), giving a grand total of 180 feet.

I'm pretty sure he can go faster. What's every possible stacking bonus for base speed? And, while we're at it, can we bump up base swim, climb, fly, and burrow speeds?

Check all your speed sources. A lot of of movement bonus are enhancement bonus. I know for sure Haste does not stack with fast movement from monk,or boot of striding and springing. they are all enhancement bonus, thus they don't stack.


0o0o0 O 0o0o0 wrote:

Can anyone make this playable? The Flash is a nice superhero but taking the Fleet feat every other level sucks the big one.

A vanilla Unchained Monk has a base speed of 90 at 20th level without a single speed feat, so being fast can be done playably and optimally. UnMonk is pretty good these days with a good style and the dimensional line.

Perhaps that is the direction the build should go? OP's example has a movement of 180, but being able to spam Dimension Door-like abilities make it irrelevant - a Monk with Abundant Step can jump at her lowest available level a minimum 800 feet per round. This is with no feats.

So, can we make something useful that is also very fast? Quite happy for it to be pretty outlandish - something like a Centaur Monk might work.

Pathfinder isn't really set up to duplicate Mutants and Masterminds.

Scarab Sages

2 people marked this as a favorite.
Philo Pharynx wrote:

Aerokinetic.

At level 2 they can jump twice their check.

At level 6 they fly 60'.

At level 12 they can ride the blast for 960' and fly for 60' for a total of 1080'/rd.

And that's without mythic.

This. Spamming ride the blast as an aerokinetic with extreme range and air's reach is the fastest possible at will movement rate you can have in the game. It even fits the theme if you use lighting blast.


Drahliana Moonrunner wrote:

Pathfinder isn't really set up to duplicate Mutants and Masterminds.

Don't be that guy. Just because you may not want supers in your home game shouldn't mean that somebody can't play them.

Granted Flash is one of the harder ones to pull off.


Combat Monster wrote:
Drahliana Moonrunner wrote:

Pathfinder isn't really set up to duplicate Mutants and Masterminds.

Don't be that guy. Just because you may not want supers in your home game shouldn't mean that somebody can't play them.

Granted Flash is one of the harder ones to pull off.

I'm not being "that guy" I'm being the person who points out that the CW superhero comes with a level of expectation, that can not be met by the standard rules of Pathfinder. You can't even come close without dancing on the minefield known as mythic play


3 people marked this as a favorite.
Drahliana Moonrunner wrote:
Combat Monster wrote:
Drahliana Moonrunner wrote:

Pathfinder isn't really set up to duplicate Mutants and Masterminds.

Don't be that guy. Just because you may not want supers in your home game shouldn't mean that somebody can't play them.

Granted Flash is one of the harder ones to pull off.

I'm not being "that guy" I'm being the person who points out that the CW superhero comes with a level of expectation, that can not be met by the standard rules of Pathfinder. You can't even come close without dancing on the minefield known as mythic play

Without mythic, I can build characters off the top of my head that at least resemble their counterparts for a number of superheros. It may take awhile to grow into full power but by second level I can approximate Wolverine. I can have guys like Hawkeye/Green Arrow, Thor, Wonder Woman and Dr. Strange at first. If I were to use the Kineticist class I could probably make guys like Cyclops, Magneto (or an alternate Green Lantern) pretty quickly. (Note to self, I really need to read up on the Kineticist.)

Is it going to be that these characters perform exactly like their four color counterparts? Probably not, no. But anybody at the gaming table would realize what I was inspired by.

Bonus, with some minor modification, Golarian is flexible enough to have these people exist without breaking immersion. We don't need a whole Green Lantern corps, we have a sorcerer whose green ring is his bonded object, or Thor is a bloodrager who grew up in the land of the Linnorm Kings. Captain Amer...Andoran is a soldier who focuses on defending others and thus makes his shield the focus of his fighting style. Spider-Man is a flowing monk (with UMD and a wand of web) who learned that with great power comes great responsibility after his uncle died in a Goblin raid.

Double bonus if the GM makes the head Goblin a major foe at some point and gives him class levels in Alchemist. I mean who doesn't want to see a Goblin throwing bombs at a Spider-Man expy?

Scarab Sages

1 person marked this as a favorite.

Spider-man is clearly a wildsoul vigilante with the arachnid focus.


Imbicatus wrote:
Spider-man is clearly a wildsoul vigilante with the arachnid focus.

New to me. Thanks for the heads up.

With that I'm going to toss out a few Flash ideas. Both come in the form of equipment.

Boots of Escape allow for 30 feet of movement when grappled, pinned ,or entangled. 8,000 GP. Might make for a way to frustrate enemies, once a day anyhow.

And Seven League boots are Mythic but allow for 21 miles of movement as a move action. Expensive as all get out, but they seem to be good as far as flavor.


1 person marked this as a favorite.

Capt America: shield champ brawler
Spider man: wildsoul vigilante
The hulk: Brute vigilante
Iron man: synthesist summoner
Hawkeye: Ilsurian archer ranger
Wolverine: Beast totem barbarian

Seems to work pretty ok tbqh


I think the fastest you're gonna get is a half-elf synthesist summoner dumping everything into the flight evolution.

EDIT: Dumping all 31 evo points into flight means your flight speed will be your land speed +580 ft. So combine that with fleet, longstrider, haste, etc.
EDIT2: Even with a base speed of 30ft, that's a fly speed of 610 ft (average) so a double move beats out the aerokineticist riding the blast.


RE: Green Arrow and Hawkeye: I think that they would be Arcane Archers. Arrow coming from a ranger background while Hawkeye would be a rogue...

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

A 20th level Elf Monk of the Four Winds using just their Slow Time class ability and the Run feat = 1100 feet in a round (125 mph)


Darigaaz the Igniter wrote:

I think the fastest you're gonna get is a half-elf synthesist summoner dumping everything into the flight evolution.

EDIT: Dumping all 31 evo points into flight means your flight speed will be your land speed +580 ft. So combine that with fleet, longstrider, haste, etc.
EDIT2: Even with a base speed of 30ft, that's a fly speed of 610 ft (average) so a double move beats out the aerokineticist riding the blast.

Did math, 1220 ft. per double move = a little over 138.5mph


0o0o0 O 0o0o0 wrote:

Can anyone make this playable? The Flash is a nice superhero but taking the Fleet feat every other level sucks the big one.

A vanilla Unchained Monk has a base speed of 90 at 20th level without a single speed feat, so being fast can be done playably and optimally. UnMonk is pretty good these days with a good style and the dimensional line.

Perhaps that is the direction the build should go? OP's example has a movement of 180, but being able to spam Dimension Door-like abilities make it irrelevant - a Monk with Abundant Step can jump at her lowest available level a minimum 800 feet per round. This is with no feats.

So, can we make something useful that is also very fast? Quite happy for it to be pretty outlandish - something like a Centaur Monk might work.

The hussar build doesn't have any feat investment from the PC so basically any mounted combat build you like works with it. Mount is just less combat capable.


I skimmed the thread, so I might be mistaken, but it seems most (if not all) of you focus on making this Flash build... move fast. You do realize there's more to Flash than just his movement speed, right?


I'm loving all the feedback here you guys.
@ Anarchy_Kanya Yes, I'm aware of all the Flash can, in fact, do. Most of it can actually be replicated through Mythic without too much difficulty. Some of the harder things to pull off though:
Infinite mass punch, running through time, running to alternate dimensions, throwing lightning (depending on the build, anyway), and so on.
Most of those are perfectly justified as to why you can't do them.
But his other powers? Super speed, fast reflexes, running on water and walls, mega-fast attacks? A mythic monk with impossible speed, wall run, and something like pilgrim of the waves (which you could grab via the trickster's path dabbling, and the dual path feat), you could approximate it pretty close, with flurry of blows, fast movement, and a couple of magic items, you can come pretty close. The only question, really, is how fast you can run.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

If anything and everything is on the table;

Quickling template, Dual Initiative mythic ability, Augmented Mythic Haste spell 20th level Elf Monk of the Four Winds using Slow Time (assuming VERY generous rulings on stacking) would come out to 12 standard, 8 move, and 4 swift/immediate actions per round and allowing a total Run speed of ~3,600 mph = 6 miles per round.

Which is still only at the lower range of actual 'Flash' type speeds and actions.

The Exchange

so that would be 1 mile per secnd right?

The Exchange

*second

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Yep.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Becoming the Flash All Messageboards

Want to post a reply? Sign in.