Mach 5 flying - ponyfinder theorycraft


Advice


So, to preface, yes. I know it's probably impossible. No, i don't care. Mach 5 is the target, not the expected outcome. Aaaand, no, I really don't care that it's ponyfinder. I could use a dozen different flying critters.

Salient points are this:
First, i wanna see the maximum fly speed achievable when all feats can be spent on flying faster.
Second, ponyfinder has a combat feat that increases fly speed by ten, maneuverability a stage, and can be taken multiple times with no stated limit.
Third, Pegasus have a base fly of 30.

Two of my feats are called for by other things, and a third by the Run feat (unless there's a better one for flying). But I'm using a true professional rogue, so i still have 19 (combat feat basic talent, general feat advanced talent), giving me a 220 base fly, 1100 on a 'run'.
I was considering limbjacking, if my gm is amenable.

Beyond that, spells and disposable items are off the table.

Anyone got suggestions for more zoom?


I don't remember the exact numbers, but synthesist summoners can reach ridiculous speeds by dumping their evolution points into the flight evolution and taking the fleet feat a bunch (since the flight evo's base speed is based off of land speed).

EDIT: half elf summoner 20, favored class bonus +1/4 evolution point, extra evolution x5 = 36 evolution points
quadruped base form (40ft speed) (be a pony), fleet x2 = land speed 50ft
flight evolution (2 pts base, +680 speed for 34 extra points) (pegasus wings) = flight speed 730ft (good maneuverability)
run = 3650 feet per round = 414.77 mph, sadly not even mach 1.

EDIT2: If you're wanting to hit mach 5 your target number is 33,760 ft per round.


Mff. As interesting as that is, the character concept is essentially evil rainbow dash... Using sonic booms to destroy cities.


Closest you're going to get to that is using flyby attack to cast spells like earthquake or storm of vengeance on your way through.


(Small note, thanks to Darigaaz for giving the target number of 33,760 ft/rd)

Obviously what you're looking at is a line of 6,752 relatively sturdy (and flying) creatures (divide the number if you can conscript things with reach) to pick you up and via a set of readied actions continuously hand you off to the next person in line till the destination. One round of travel, 33,760 ft traveled since each person in the line is moving you 5ft.

Naturally the peasant railgun is neither efficient or effective, especially since pathfinder doesn't exactly care about an object's momentum in regard to doing damage but the trick still remains as the ""best"" nonmagical way to go fast.


Custom magic could do this. Cheetah's Sprint doesn't apply to flight speeds, but ponyfinder is homebrew anyway, so there's no particular reason not to allow a higher level version that does.

Alternatively, four levels of weretouched shifter (cheetah form) gets you a hybrid form with Sprint 1/hour. If you can get at least 3400 flying speed from your other 16 levels and items (without running) then you can hit the target, albeit only for one round per hour and only on a charge. So you're not there, but you can probably beat mach 2?

Come to think of it, high land speed + cheetah's sprint + Air Walk might be a profitable line of enquiry.


My gm has reminded of quickling template.


Well, that'd get you over mach 2 with my synthesist build, even if the template replaced 3 class levels.

Depending on how long you need the effect for, boots of striding and springing/boots of haste would add another 10ft to your speed permanently or +30 ft for 1 minute per day. Both are enhancement bonuses so won't stack.


I doubt this will hit anywhere near enough to match up to high end theorycraft, but kineticists are able to reach impressive speeds without going out of their way.

Ride the blast allows them to end up adjacent to the target (this discussion assumes you can just target an empty square- if you need something to actually attack, then expect a long path of destroyed trees).

With extended range, that is 120' of movement (240' if you use air element with air's reach)- and the player still has their move action afterwards for more movement. Since range is generally useful, and kineticists can easily turn switch hitter with kinetic blades, these don't need you to take an unusual, specialized build.

This means that they can go about 55 mph (110 mph), and they can spam this all day.

Tangent about the effectiveness of kinectists against armies:
That speed is enough to give most armies a serious problem with hit and run tactics. That tactic is part of why I see them as rather impressive when you take them out of the close quarters, '5 minute work day' fights of the system.

When you consider defenses, limitless use AoE abilities, and mobility, I find it fun when I can actually imagine a kineticist villain has the ability to personally murder an army of thousands. Not some "summon tidal wave" style spell caster- no, a full on one man artillery battalion that rains terror upon a kingdom's army for days on end without much of a break.

Of course- they are still as vulnerable as most classes in direct fights against similarly powerful opponents. But that just sets things up for the kingdom to hire a group of powerful elites to take it down- setting things up for the PCs.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Can't do it flying, but I can think of a way to do it Jumping, since with Ponyfinder 3rd party is on the table.

Spheres of Might has Dragoon Leap, which will let you do a full round action jump that gets 100 ft. of movement per 1 point of Acrobatics roll.

Highest Acrobatics roll I can find is from here:
https://www.reddit.com/r/Pathfinder_RPG/comments/3mjoo4/pathfinder_jumping_ how_high_can_we_go/

+1254 to acrobatics with a x8 distance multiplier.

So that's a 125,400 ft hop with Dragoon Leap right out of the gate. The multipliers get that up to 1,003,200 ft.

So divide that by 6 to get 167,000 feet per second as a round is about six seconds, making that 114,000 miles per hour, or just about Mach 218.

Without Spheres of Might on the table and using default PF you CAN hit Mach 2.


Von Krieger wrote:

Can't do it flying, but I can think of a way to do it Jumping, since with Ponyfinder 3rd party is on the table.

Spheres of Might has Dragoon Leap, which will let you do a full round action jump that gets 100 ft. of movement per 1 point of Acrobatics roll.

Highest Acrobatics roll I can find is from here

+1254 to acrobatics with a x8 distance multiplier.

So that's a 125,400 ft hop with Dragoon Leap right out of the gate. The multipliers get that up to 1,003,200 ft.

So divide that by 6 to get 167,000 feet per second as a round is about six seconds, making that 114,000 miles per hour, or just about Mach 218.

Without Spheres of Might on the table and using default PF you CAN hit Mach 2.

Linkified.

The linked post is giving a master trick to a ninja 4. Can't do that.

Check out Aerial assault - awesome concept, potentially impractical? for a build that gets >300' on Jumps.

/cevah

EDIT: Fixed link. Thanks D.


Cevah wrote:
Von Krieger wrote:

Can't do it flying, but I can think of a way to do it Jumping, since with Ponyfinder 3rd party is on the table.

Spheres of Might has Dragoon Leap, which will let you do a full round action jump that gets 100 ft. of movement per 1 point of Acrobatics roll.

Highest Acrobatics roll I can find is from here

+1254 to acrobatics with a x8 distance multiplier.

So that's a 125,400 ft hop with Dragoon Leap right out of the gate. The multipliers get that up to 1,003,200 ft.

So divide that by 6 to get 167,000 feet per second as a round is about six seconds, making that 114,000 miles per hour, or just about Mach 218.

Without Spheres of Might on the table and using default PF you CAN hit Mach 2.

Linkified.

The linked post is giving a master trick to a ninja 4. Can't do that.

Check out Aerial assault - awesome concept, potentially impractical? for a build that gets >300' on Jumps.

/cevah

FTFY


Taking 4 levels of unchained barbarian nets a +50% boost while raging.

Sprint (Ex) wrote:
The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power and be at least 4th level to select this rage power.

Community / Forums / Pathfinder / Pathfinder RPG / Advice / Mach 5 flying - ponyfinder theorycraft All Messageboards

Want to post a reply? Sign in.