Is it possible to have an enemy move at least a mile in one turn, without teleportation?


Advice


I'm the GM. One of my players has the God Meddled Oracle Curse. I want a background enemy, any CR, but the lower, the better, (as that means I can use it sooner,) that pops up suddenly, as if from nowhere, but it being from running or maybe flying. They will need to be at least a mile away, to minimize the chances of preemptively spotting them.

If a Divine spell is cast on the Oracle, there is a 1/20th chance that the closest enemy can move their full movement speed towards the Oracle, as a free action. This is how I got the idea to do this, if you were wondering.

The enemy can have the Temporal Accelerator (Tech Artifact), which doubles your number of actions for a minute, and 10 Mythic Ranks, as long as the powers/abilities/feats are put towards movement speed options, but ironically not Dual Initiative, as I want this done in one turn. There is the Quick Runner's Shirt, which is 1/day spend swift to get extra move action (but then auto end turn). And finally, the Fleet feat, which is +5 ft to base speed.

Anyway to maximize this for an enemy?


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Polymorph into a cerynitis (or be a cerynitis, I guess): base speed 180'
Haste or expeditious retreat: +30'
Cast cheetah's sprint: move 10x speed as a run or charge action, swift action cast.

With 2 sets of actions that's up to 4200'. You'd need another 50' speed bonuses (from fleet, elixirs of agility or whatever) to make it up to 5200', about a mile.


Trebuchet.


avr wrote:

Polymorph into a cerynitis (or be a cerynitis, I guess): base speed 180'

Haste or expeditious retreat: +30'
Cast cheetah's sprint: move 10x speed as a run or charge action, swift action cast.

With 2 sets of actions that's up to 4200'. You'd need another 50' speed bonuses (from fleet, elixirs of agility or whatever) to make it up to 5200', about a mile.

I don't think I knew about Cheetah's Sprint, but that got me thinking, wouldn't that stack with an actual cheetah's sprint (1/hour 500 ft charge), thus 5000 ft charge, plus free action move from God Meddled Oracle Curse for another 500 ft, thus over a mile? No need for the Temporal Accelerator or Quick Runner's Shirt.

Also, Haste, Expeditious Retreat, and Cheetah's Sprint are all enhancement bonuses to speed, thus don't stack.

Anyways, thank you for this answer. It got me right where I needed to be, especially since cheetahs are only CR 2, plus whatever CR I use for its master/rider.


2x reach enlarged telekinetic charge lets you move an ally anywhere within a radius of 800+80/lv feet, which gives a possible 4k move across a full diameter. This reaches a mile at CL 23rd. But only half a mile if moving to or from the caster.


To use cheetah's sprint on a cheetah mount they need to be your animal companion - it's a personal-range spell. This is possible for oracles of nature if the GM's willing to stretch a point, or I guess there's multiclassing.

I'm not sure that an enhancement bonus to your speed won't work with an enhancement bonus to your run/charge multiplier. It seems arguable anyway.


avr wrote:

To use cheetah's sprint on a cheetah mount they need to be your animal companion - it's a personal-range spell. This is possible for oracles of nature if the GM's willing to stretch a point, or I guess there's multiclassing.

I'm not sure that an enhancement bonus to your speed won't work with an enhancement bonus to your run/charge multiplier. It seems arguable anyway.

Oh, thanks for pointing out the range. Archives of Nethys says it is a Druid spell, so no issue there. The sprint ability of a cheetah actually isn't an enhancement bonus (at least aon doesn't say it is), so I think it stacks just fine.

Yeah, this will work well for my purposes.


I just reread the spell Cheetah’s Sprint, and it specifically works only with charge or run actions, not move, so the extra move from the Oracle’s Curse wouldn’t be affected. This means I’m back down to 5050 ft. But I can rectify this with one Fleet feat, or the Elixir of Agility, both of which increase base speed to 55 ft, which would then become 550 ft with sprint, and 5500 ft with Cheetah’s Sprint on top of that, which means I don’t even need to rig my player’s Oracle Curse to grant the free move.

The Exchange

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Cheetah's sprint (the spell) doesn't stack with sprint (the ability of cheetahs or other animals). The spell lets you move "a total distance of up to 10 times your base land speed."

I was leaning towards a companion/mount as well. Mainly so the bad guy would still have actions left when he got there.

Level 20 half-elf wild caller summoner:
Quadruped mount. With the half-elf FCB and wild caller bonus evolution points, that totals up to 36 evolution points. Extra evolution feat x5 for a total of 41. 1 for mount and 40 to take the limbs (legs) evolution 20 times. That's a speed of 240. Eidolon takes Fleet 7 times for a speed of 275. Takes Run so it can run 5x it's speed.

(God-meddled) Move 275 feet
(swift) Temporal Accelerator
(full-round) Run 1375 feet
(full-round 2) Run 1375 feet
(swift 2) Quick-Runner's shirt Move 275
Total = 3300 feet

Essentially the eidolon would move 12 times it's speed. So you need to get its speed up to 440 to get a full mile. Partly comes down to how many/what duration buffs you allow.

Or figure out a way to get cheetah's sprint onto the summoner's spell list, in which case you can make it 5,350 feet with that speed of 275.

Mythic:

Played with this a bit but unfortunately it's really hard to get PC mythic abilities onto your companion. Companion Power only allows you to give 1st tier Guardian path abilities. The best I could come up with is using taking Dual Path and then using lend path to give the eidolon Impossible Speed. But it's only 30' (untyped) since the eidolon wouldn't have a mythic tier of its own.


Belafon wrote:
Cheetah's sprint (the spell) doesn't stack with sprint (the ability of cheetahs or other animals). The spell lets you move "a total distance of up to 10 times your base land speed."

Ah, in that case, I should probably stop trying to figure this out until I get some sleep. I’ll look at the rest of your post in the morning.


Since Mythic is an option, Seven-league Leap might work. You move a mile per round. Drawback is it takes a minute of running before you make your jump, and you land nearby, so it might not be quite what you're looking for.

The Exchange

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Let's try someone who can move a mile in one round but not attack. Its only level 15! (Downside is it has to know the chance is coming within the next minute.)

That Really Fast Guy CR19/MR10
Male elf monk (unchained) 15/champion 10
------------------------------
Relevant Stats
------------------------------
30 feet (elf starting)
50 feet (monk enhancement)
15 feet (elf FCB)
40 feet (Fleet x 8)
40 Feet (Mythic Fleet x8)
130 feet (Impossible Speed mythic path - used power within last hour)
30 feet (Sudden Speed ki power - used within last minute)

Other feats/abilities:
Run (bonus feat from elf alternate racial trait "Fleet-footed")
Mythic Run

(God-meddled) Move 335 feet
(swift) Temporal Accelerator
(full-round) Run 2345 feet
(full-round 2) Run 2345 feet
(swift 2) Quick-Runner's shirt Move 335
Total = 5360 feet


Speaker for the Dead wrote:
Trebuchet.

You may actually be onto something here. A Heavy Trebuchet has a range of 400 ft, thus at max, it can shoot 4000 ft. The ammunition is normally 120 lbs of rocks - thus a 120lb or less character can be launched. The trebuchet can be enchanted, thus allowing the Distance property, which makes the max range 8000ft... All you have to do is survive the landing.

Assuming this is the GM's toy, a glide effect (many various ways ranging from racial to spell to a glide staff), might allow one to stick the landing as it were.

Silver Crusade

play air kineticist, take airs reach+extend blast+extreme range and ride the blast. You can now travel 1000ft in a standard. Use the quicken metakinses ability, you can now move 2000ft in a round. Not a mile, but covering a mile in under 12 seconds is still impressive.


The Aerokineticist riding the quickened extreme range blast for 960x2 also has a move action to spare assuming they're not gathering power (they're going to arrive with a whole bunch of burn anyway).


The Stormborn Khaleesi Sorcerer can move 10 times her speed with the Ride the Lightning bloodline power as a full-round action. Still need a base speed of 530ft for the full mile.

The World Wave spell (1 standard action) moves at 8 times your base land speed. Since you can cast it twice in a round (with a Greater Quicken Metamagic rod), that means up to 16 times your base land speed. Only need a base speed of 330ft then for the full mile.

An Oracle with the Cold-Blooded curse and Overwatch Vortex can move 4 times (at half speed) using readied actions (requires full-round action), as well as an additional move action on your turn. A Quick Runner's Shirt can bring this to basically 4 move actions at full speed. Should then work with Belafon's speed bosts.

The Elemental Bombardment spell has long range (400+40/cl, so 1200ft at caster level 20) and with one (two) Summon-Slave Crystals you can possess the summoned elemental, moving you that range. It can be cast twice in a round (with a Greater Quicken Metamagic rod) and combined with the Enlarge Metamagic (range +100%) for a total of 2x(800ft + 80ft/caster-level), so you only need CL 23 to pull it off.

The Exchange

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Decided to try to make the lowest level multiclass character who wouldn't rely on pre-buffing. The goal was to stack up all the untyped movement bonuses I could think of then use the Temporal Accelerator and cheetah's sprint. I'm so close.

Miss Multiclass CR10/MR10
female human barbarian 1/bloodrager 1/oracle 1/shaman 1/vigilante (zealot) 2
------------------------------
Relevant Stats
------------------------------
30 feet (human starting)
10 feet (barbarian)
10 feet (bloodrager)
10 feet (oracle flame mystery Cinder Dance revelation)
10 feet (vigilante zealot travel domain)
10 feet (swift as shadows vigilante talent)
20 feet (Fleet x 4)
20 feet (Mythic Fleet x4)
130 feet (Impossible Speed mythic path - used power within last hour)

(God-meddled) Move 250 feet
(swift) Temporal Accelerator
(swift 2) cheetah's sprint
(full-round) Run 2500 feet
(full-round 2) Run 2500 feet
Total = 5250 feet


I couldn't find a vigilante talent called "swift as shadows," only a halfling racial. Shadow's speed may be your talent, though.


pad300 wrote:
Speaker for the Dead wrote:
Trebuchet.

You may actually be onto something here. A Heavy Trebuchet has a range of 400 ft, thus at max, it can shoot 4000 ft. The ammunition is normally 120 lbs of rocks - thus a 120lb or less character can be launched. The trebuchet can be enchanted, thus allowing the Distance property, which makes the max range 8000ft... All you have to do is survive the landing.

Assuming this is the GM's toy, a glide effect (many various ways ranging from racial to spell to a glide staff), might allow one to stick the landing as it were.

Trebuchet and a parachute;-)


Belafon, dude, calm down. You did enough.

Just for ease of mind, at MT 2, you gain Amazing Initiative, which let's you free action spend Mythic Power (only once/round) to gain an extra standard action, which can't be used for spells, but can be used to do a move action in place of a standard action. That'll get the build over the finish line.

Seriously though, thank you.

Liberty's Edge

I know your question has been answered, but you wanted a low level build so let me point out something, by RAW perception difficulties increase by 1 per 10 feet. Someone following the party at even a quarter of a mile distant has over 130 added to the difficulty to spot them.

Which to be fair, is because the perception rules are pretty bad. But the rules are the rules. 130 DC is more than high enough to make parties pretty much auto fail at spotting your dude. That enables him to run from a much lower distance, allowing the build to be used at lower levels.


ShadowcatX wrote:

I know your question has been answered, but you wanted a low level build so let me point out something, by RAW perception difficulties increase by 1 per 10 feet. Someone following the party at even a quarter of a mile distant has over 130 added to the difficulty to spot them.

Which to be fair, is because the perception rules are pretty bad. But the rules are the rules. 130 DC is more than high enough to make parties pretty much auto fail at spotting your dude. That enables him to run from a much lower distance, allowing the build to be used at lower levels.

A quarter mile would also be far more reasonable for TK Charge as well.

x2 reach -> long (400 + 40/CL. 920/40 = 23.)
+ Enlarged -> double long (800 + 80/CL. 520/80 = 6.5; thus, CL 7th.)

So you have the gods tiddly-winking random... complications for the god-meddled oracle from up to a quarter mile around. No need to build The Speedrunner from the South Coast Revengers or anysuch to provide danger and amusement.

The Exchange

Sandslice wrote:
I couldn't find a vigilante talent called "swift as shadows," only a halfling racial. Shadow's speed may be your talent, though.

Yeah, it is shadow’s speed. Been playing with both those abilities in another build and got the names backwards.

The Exchange

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Reksew_Trebla wrote:

Belafon, dude, calm down. You did enough.

Just for ease of mind, at MT 2, you gain Amazing Initiative, which let's you free action spend Mythic Power (only once/round) to gain an extra standard action, which can't be used for spells, but can be used to do a move action in place of a standard action. That'll get the build over the finish line.

Ah, yep. Forgot about that. And with that ability, you only need 9 Mythic ranks. That would drop the impossible speed bonus to 120 feet, which would make the total movement 5280 feet. Importantly for your purposes, that would drop the CR to 9.

I'm still going to play with this for a while. I'd like to come up with a way to do it without the Temporal Accelerator. Giving up 5 years of your life is not a great thing. (I mean, you could take the mythic universal path ability longevity but that is not, strictly speaking, "put towards movement speed options.")


Belafon wrote:
Reksew_Trebla wrote:

Belafon, dude, calm down. You did enough.

Just for ease of mind, at MT 2, you gain Amazing Initiative, which let's you free action spend Mythic Power (only once/round) to gain an extra standard action, which can't be used for spells, but can be used to do a move action in place of a standard action. That'll get the build over the finish line.

Ah, yep. Forgot about that. And with that ability, you only need 9 Mythic ranks. That would drop the impossible speed bonus to 120 feet, which would make the total movement 5280 feet. Importantly for your purposes, that would drop the CR to 9.

I'm still going to play with this for a while. I'd like to come up with a way to do it without the Temporal Accelerator. Giving up 5 years of your life is not a great thing. (I mean, you could take the mythic universal path ability longevity but that is not, strictly speaking, "put towards movement speed options.")

I’ll allow Longevity. I mainly said the “put towards movement speed options” rule because I knew there was some options in Mythic that could make this happen easier, but I also don’t want to throw a “legitimate” Mythic character at my players. I merely sometimes include Mythic to do stupid things like this, because sometimes you need a cool/comic relief scene to happen, like someone speed blitzing into combat from a mile away.

If you need help, you can take a non Mythic feat in place of a Mythic feat (I don’t know if that is true for the Universal “path” ability Extra Mythic Feat, but I’ll allow it for that too). This means you can take non Mythic Fleet more times, if needed.

Again, thank you for the help. You’re amazing, and I definitely wouldn’t have been able to put my vision into motion without you.

The Exchange

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Reksew_Trebla wrote:
If you need help, you can take a non Mythic feat in place of a Mythic feat (I don’t know if that is true for the Universal “path” ability Extra Mythic Feat, but I’ll allow it for that too). This means you can take non Mythic Fleet more times, if needed.

It does if you use your GM powers to allow an elixir of agility to have been drunk within the last 30 minutes. You could drop the Mythic Tier to 7, which in turn drops the CR to 8.

Build:

Miss Multiclass CR8/MR7
female human barbarian 1/bloodrager 1/oracle 1/shaman 1/vigilante (zealot) 2/champion 7
------------------------------
Relevant Stats
------------------------------
30 feet (human starting)
10 feet (barbarian)
10 feet (bloodrager)
10 feet (oracle flame mystery Cinder Dance revelation)
10 feet (vigilante zealot travel domain)
10 feet (shadow's speed vigilante talent)
30 feet (Fleet x 6)
25 feet (Mythic Fleet x5)
5 feet (Elixir of Agility - used within last 30 minutes)
100 feet (Impossible Speed mythic path - used power within last hour)

MT 1 - Impossible Speed, Mythic Fleet
MT 2 - Extra Mythic Feat (Mythic Fleet)
MT 3 - Longevity, Fleet (Instead of Mythic Feat)
MT 4 - Extra Mythic Feat (Mythic Fleet)
MT 5 - xxxxx, Fleet (Instead of Mythic Feat)
MT 6 - Extra Mythic Feat (Mythic Fleet)
MT 7 - XXXXX, Mythic Fleet
The two unused path abilities are because you can only take Extra Mythic Feat a number of times equal to half your Mythic Tier.

(God-meddled) Move 240 feet
(swift) Temporal Accelerator
(swift 2) cheetah's sprint
(full-round) Run 2400 feet
(full-round 2) Run 2400 feet
(free) mythic power for standard action, move 240
Total = 5280 feet


The more I think about how this guy will actually play out, the more I like your idea. This could make for a really fun recurring (ineffectual) villain. He shows up in a cloud of dust, fights the party, and then withdraws when he's getting his butt kicked. As the party levels up he could too, getting more abilities that are not super-useful but would add to his shtick.

Quote:
Again, thank you for the help. You’re amazing, and I definitely wouldn’t have been able to put my vision into motion without you.

I see what you did there.

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