Captain Cold and the Flash


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Barry Allen is a CSI with Central City's police department. I don't know what Jay Garrick or Wally West do for a living.

It's too bad that the Monk's speed bonus is enhancement so it won't stack with Haste. Luckily, Haste does apply to Flurry of Blows.


So I've been thinking about it and I think I should go with a gestalt to make the Flash. That way I won't have to sacrifice any Sorcerer features. And even with gestalt, multiclassing is still possible so I can fit in other classes as needed. I just have to keep it on one side of the gestalt. The base will still be a Sorcerer/Monk.


Gestalt does seem more appropriate for super humans.


Yeah. There are probably some superheroes I can make into Pathfinder characters without having to use a gestalt, but a speedster isn't one of them.

So, using a gestalt of Sorcerer/UnMonk without any multiclassing, the number of feats would be like this:

1: Unarmed Strike, Stunning Fist, regular feat, bonus feat from list.
2: Bonus feat from list
3: Regular feat
5: Regular feat
6: Bonus feat from list
7: Regular feat, bloodline feat
9: Regular feat
10: Bonus feat from list
11: Regular feat

I'll probably take Fleet at least once, but I don't want to take it every time. I'll have to settle for not getting his speed up to more than maybe 70.


Ok, so how do I get his speed up at all? The Haste spell gives a 30-foot boost, but it doesn't stack with the Monk's bonus speed so its usefulness will lesson over time. He gets +10 from his Sylph race.

Spring Attack will be a helpful feat, not for getting his speed up, but for being able to move around the field. Move in, attack, move away. It's on the Monk's bonus feat list, but not until level 10. It can be taken earlier though, since the pre-req Dodge is also on the bonus list and the other pre-req can be taken as soon as you take Dodge.


Without equipment or multiclassing, it looks like he only has 70 ft. Bloodrager, Travel Domain Cleric, Hermit Oracle or Flame Oracle, and Flame Shaman all give +10 base speed so at 11th with 4 dips, he could be at 100 ft and some boots of striding and sprinting puts him at 110 ft which would be per 66000 ft traveled in 600 rounds or ~12.5 mph without double moving, meaning spring attacking.

A quick search on the Google suggests that the top speed of a real person was 28 mph with 40 mph being the theoretical limit. With the run feat, this build's speed should be 50 mph when running which seems super human enough.


The Boots of Striding and Springing are an enhancement bonus. Useless at level 3 when a Monk gets its first speed bonus. Why is that class feature an enhancement type? It makes no sense at all.


The whole wargame mechanical base makes flash move rates and effects hard for pathfinder, but I assume someone had reskinned flying to get something that looks a lot like the flash.


Ok, there's a race trait for Sylphs called Following Breeze. When using the run action, gain +5 to your speed.


Ok, so the only way to get dex to damage with unarmed strikes is putting Agile on an Amulet of Might Fists. Right?


Small bit of necromancy here, but have you looked at Spheres of Might? Athletics Sphere gives you running at 5x speed in up to medium armor and with a medium load. Take one of the legendary talents, and you can increase that to 10x speed when running. Combine that with the Flash Step legendary talent (kinda anime-esque in nature, but fitting given the name) and your character essentially teleports to his destination. The idea being that they moved so quickly that the eye couldn't track it. You can only cover distance as normal for actual movement, but the effect is pretty cool and carries some bonuses.


People have mentioned that before for other characters. What is it?


If I might make a suggestion, an urban bloodrager half elf for flash

Uraban bloodrager gets a boost to dexterity while raging (super human agility if you will, also no penalty to AC)

Your speed will be 40ft at level 1
30 elf, +10 base for fast movement

Take the elemental bloodline, fire
This will eventually give you +30ft land speed, so 70 ft total (this kucks in at level 8)

And finally, being a half elf, you can get the elf facored class bonus of +1ft land speed, it boosts you by 5 every 5 levels, so by level 20, 20 ft of movement, throw in fleet/run and haste and...

At level 10 you would move 115 ft as a move action, able to run 575 ft/round

At level 20 125ft as a move action, able to run 625 ft in a round

That, and your a blood rager, which gets some spells in house, like cheetah Sprint, go 10 time your base speed, so you could cover 1250ft in one round :D

There are other cool spells to add in, like trail of fire, leave behind a flame where you ran:D (it maxes out at 30ft if moved distance, but still cool, nonetheless)


Hmm how did you get 115? at lv 10? I counted 30 (base)+ 10 (fast movement)+ 10 (elf favored class)+ 30 (elemental bloodline)+ 25 (fleet*5)= 105.

5 lvs of warrior poet gives +30 untyped.
2 lvs of vigilante gives +10 untyped.
1 lv of Hermit oracle gives +10 untyped (didnt see a usage limit).
1 lv of barbarian might stack for an extra +10 untyped.
3 lvs of monk gives +10 enchanment.
Travel domain gives another +10 untyped.

So at lv 19 the speed (not taking fleet and not using Barbarian) is: 30+10+10+30+30+10+10= 130ft as a move action.
With fleet*5 that is: 155ft as a move action.

replacing monk with the barbarian lv gives at lv 18: 140ft.
with fleet*5 that is: 165ft as a move action

max speed when running of 825, without using magic.


Oh, the 115 was with the haste spell running, and taking fleet only once, that way he has other feats to flesh out the build :) but if he did dump more feats, he could go faster, I wouldn't multi class as a bloodrager though, the spells and rage are to valuable :)


well since the goal was speed, I just lumped together as much untyped speed bonuses I could.

Btw thx for the elemental bloodline I had forgotten about that one.


Well, I was thinking of gestalt with Sorcerer so if I multiclass either side with Bloodrager, the bloodlines will have to match. I'm definitely taking some Monk levels so he can fight with Unarmed Strikes. I also want to try to keep the flavor correct as much as possible, so the Stormborn bloodline fits better.


Heather 540 wrote:
People have mentioned that before for other characters. What is it?

So Drop Dead Studios created the wonderful Spheres system for use with Pathfinder. It does a fairly remarkable job at closing the Caster/Martial gap and gives users more options for how they want their character to develop. Spheres of Power is their magic system, Might is for Martial characters. Each Sphere represents a given area of expertise (magic has stuff like Destruction, Enhancement, Fate, Weather, etc.), and you invest in each Sphere to gain additional abilities within that realm of options. As an example; If you go into Destruction, you gain a blast ability that deals 1D6/2 caster levels. You can then add stuff, like elemental damage, changing the shape of the blast (a la 305 warlocks), and so on.

Might did alot of the same for Martials, giving options for dual-wielding, using traps, alchemy, and more to great effect. The biggest appeal is that it's so versatile. You can make a viable Whip user, or a genuine Sniper. Or in your case, The closest thing to Barry Allen that the system can allow (within reason)


Well making a crossblooded bloodrager/sorcerer would allow you to gain the elemental movement power.

Now whether you can take both Bloodrager and Sorcerer with gestalt is another question (I know it works with normal lvs thou).

Make sure to look at the Monk archetypes to make sure you get the best fit.


could you show us a level by level of your Flash build so far? including ability stats?
btw- if you use HERO LAB, here is how to have a Quickling Sylph (or Sylphling): go to the classes tab and type quickling in the search engine.
it will give you +8 dex, aging vulnerability, quickling casting, rapid actions, rapid aging.
all i did was a first level monk and ended up with a movement of 140' feet. just to start.


I think I'll pass on the Spheres. I don't want to have to learn something that's practically a different system to make one character.

I don't really have a plan yet since I'm not entirely certain of what classes I'm going to use.

If I go with just a Sorcerer/Monk gestalt, using Slyph for the race, the Scaled Fist archetype, and a 20-point buy, I would probably use this:

11 Str, 16 Dex, 12 Con, 14 Int, 12 Wis, 14 Cha

If I go with half-elf instead and put the bonus into Dex, I can get the exact same spread or change Con and Int around. I can't do that with Slyph due to it's Con penalty.

No matter what, I will be starting with Monk for at least one level. That's a definite.

I do not have Hero Lab. Plus I'm pretty sure a Sylphling would be in homebrew territory.


Well I think he is talking of quickling template, which is 3rd party.

The stats look good, but im not the best at judging them. I dont remember but he might have average or below Wis (maybe it depends on the version?).


the Quickling template appears in the Advanced Bestiary. I can't tell if that's 3rd party.

i'd still like to see a level by level breakdown of your Flash build with feats/classes


I am Nemesis wrote:

the Quickling template appears in the Advanced Bestiary. I can't tell if that's 3rd party.

i'd still like to see a level by level breakdown of your Flash build with feats/classes

As someone who owns that particular book, yes, it's third party. Specifically, Green Ronin Publishing. There's the original, which was published for 3.0/3.5 way back when, and they made an updated version for Pathfinder rules, including some new templates fitting the new creatures the system introduced.


No third party stuff, please and thank you.

Ok, since Nemesis wanted a plan, I'll do one for a straight Sorcerer/Scaled Fist Monk gestalt.

1: Unarmed Strike (Class feature), Stunning Fist (Class feature), Mobility (Regular feat), Dodge (Monk bonus feat)
2: Dragon Stance (Monk bonus feat)
3: Run
5: Spring Attack
6: Dragon Ferocity (Monk bonus feat)
7: Elemental Fist (regular feat), Wind Stance (Bloodline feat)
9: Deflect Arrows
10: Snatch Arrows (Monk bonus feat)

I don't really see any room for Fleet unless I replace Run with it. I could also take out Deflect Arrows if I want to since I don't need it as a pre-req for Snatch Arrows. Monk bonus feats don't need them.


So... any feedback or advice?


TLDR: You've clearly expressed a preference for NOT 3rd party several times but ... Here's a wall o' text that you might be interested in anyway.

there's a base class called Voyager that was published about a year ago. This means, admittedly, the play test for it over, and the links to the playtest doc are no longer available, but the playtest thread can still give you a feel for things.

Short version: 3/4 base class that has a small selection of spells (1 per level, with the rough equivalent staying power as the 3/4 casters such as Psionic Warrior or Cryptic) (that work off of Dreamscarred Press's update for the 3.5 Psionic system) that's main stick is literally to go fast, with a splash of time based abilities that ... don't really break the game any more than your average Wizard.

One nifty base mechanic (called Momentum), is a pool of energy (capped at 1 point per level AND you lose 1/2 your momentum at the start of a given round), that you can then spend on things, such as extra damage, that is accumulated by movement at the rate of 1 per 10' moved.

Unfortunately, while Voyager is not on d20PFSRD, there ARE various other things if you wanted to check out the system in general.

Disclosures: I'm iffy on 3rd party, particularly when there are more than one in play, as it gets MUCH harder to balance things against the numerous permutations of combinations. Something perfectly fine on it's own when mixed with Paizo products, could interact ... oddly when mixed with someone else's work. That said, I allow Dreamscarred's Psionic products, but not their Path of War products. (This is based more on a familiarity vs a power scale reasoning). I also didn't end up with anyone playing a Voyager like I'd hoped a year ago.

Further Disclosures: If the DM isn't at least gently familiar/ok with Dreamscarred's Psionics, I'd give this a hard pass. This one is ... complicated, but I'd say less complicated than the PF2.0 Playtest, IF played from L1, vs jumping in at a higher level.


Sorry if this is late forgot to do it and recently remembered.
This is is generally what I would pick. Since its Gestalt with Sorcerer, some feats would change, place Eldritch Heritage (elemental-fire there) you will need Greater Eldritch heritage for 30ft bonus speed.
The letter symbolizes the class (not archetype). Finally, I chose those levels because of ease of typing, they can and should be changed to better match play style and campaign.

M 1: Combat Reflexes, Dragon Style, IUS, Stunning Fist, Skill Focus (Nature)
M 2: Dodge
M 3: Mobility
S 4: Exodus of Speed, S. Order (any order should do)
S 5: Equipment Trick (Boots)
     Cleat Stomp
     Sharp Veer
S6: Exodus of Speed
S7: Weapon Finesse, Run
S8: Exodus of Speed
S9: Spring Attack, Spring Heeled Style
O10: O.Mystery (It requires Survival skill just pick a nice one you may want to pay Extra Mystery for)
V11: Combat Style Master
V12: V.Talent (Shadow Speed)
V13: Spring Heeled Sprint
V14: V.Talent (Lethal Grace)
V15: Spring Heeled Reaping
V16: V.Talent (Any vigilante talent is good at this point, Fist of the Avenger is specially good for dmg)


Why Skill Focus Nature? And how is there room for it at level one? I wasn't planning on having him be human so he doesn't get an extra bonus feat. And I can't believe I forgot about putting Weapon Finesse somewhere when I did my own plan. Putting Agile onto the Amulet of Mighty Fists will get him Dex-to-Damage, but without Weapon Finesse he'd still be using Strength to attack. Silly me.

I do like the look of Sharp Veer. It could be useful. I can't find Exodus of Speed though. And what's S. Order?


* Sorry for the confusion.

Skill focus is from half-elf since they get multitalented and both elf and human choices for favored class bonus. Its also nature (or planes) for eldritch heritage letting you get either 30 ft from 4 feats (+2 abilities) from elemental, or 2 abilities from stormborn.

Weapon finesse is free from Warrior poet as this was a continuation from my suggestion (I should had restated my classes/archetypes). Which are: Scaled Fist Monk (M), Warrior Poet Samurai (S), Hermit/Fire/Metal Oracle (O), and Vigilante (V).

With my build agile amulet is actually a bad idea as you are getting +3 dmg (+9 vs challenge) from Samurai and +3 dmg (+6 if you get Fist of the Avenger) from Vigilante. That +6 to +15 dmg if you use Dex to hit and Str for dmg.

Finally, based on how other people list class abilities as part of the build, I simply placed any option you can choose that is not spells or social talents.

So Exodus of Speed (+10 ft untyped speed bonus) and S. Order and Samurai abilities.

O. Mystery is oracle mystery.

And, V. Talent is vigilante Talent.


I'm still a little confused. I'll look closer at the classes.


CraziFuzzy wrote:

Also, try to move away from the magic aspect - doesn't seem right.

Try this on:
Alchemist (Gun Chemist / Inspired Chemist)

Gun Chemist grants you the firearm, and the ability to infuse your ammunition with the effects of what would have been your alchemist's bombs. Take the Frost Bomb discovery at level 2, and you can fling frost bullets that stagger the victims.

Inspired Chemist replaces Mutagens with Cognatogen's and can choose investigator talents instead of discoveries - making a much better 'Captain Cold' type character.

where is Gun Chemist coming from? I can't pull it up on hero lab and I think I have most if not all of the books in the program.


Gun Chemist is from People of the Wastes.


Temperans wrote:
Gun Chemist is from People of the Wastes.

thanks Temperans

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