| Post/Author/DateTime | Post |
|---|---|
| #1stolideMay 04, 2009 9:34:41 | Hey, can someone tell me about how fast a wizard can go using spells, and magick items that are not very expensive? The fastest possible. Oh, and it has to be within 18 levels. The idea is to beat a gestalt 18 level master of many forms monk, without even going gestalt. The guy says he is more manuverable than anyone... I'm sure you can come up with something faster than him. You also need earthglide in there somewhere. I think Xorn's grace or something does that though... Anyways, thanks in advance. Edit: No infinite loops or timestop allowed. |
| #2keyes2k4May 04, 2009 9:58:43 | Choker Wizard 18 Cast greater teleport (select a location 1 million billion billion miles away) Haste yourself (+30 land) Take run as a feat (x5 going straight) Shapechange/polymorph/alter self into a quickling (240 base land speed) Cast swift expeditious retreat (+30) (swift action) run((30+240+30)x5 = 1,500 feet Don't forget your extra standard (move) action from choker = 1,800 feet greater celerity, run again, standard again =3,600 feet Besides the greater teleport, which your monk can't beat the speed of, I doubt he's gotten to 3,600 feet on a run. |
| #3stolideMay 04, 2009 10:17:17 | He has ways of getting greater teleport. He has a magick item that lets him get a supernatural ability of his form a few times a day. I think what you came up with is only slightly faster than what he did. He has a belt of battle that he can use to get a full round action again once day, similar to the greater celerity. The only thing in your build that he doesn't have is the run feat... |
| #4BloodDragonMay 04, 2009 10:21:30 | Wizards can use Belts of Battle too. Also does it have to be a "Wizard" that beats this monk? |
| #5stolideMay 04, 2009 10:23:19 | Heh, good point... The total so far is 5,400 feet then. Awesome, let's see how far this can go... |
| #6pithicaMay 04, 2009 10:32:35 | Mercury Dragons, at one of their Age Categories, have a fly speed of 300 (average). Shapechange into that (300, avg), + haste (+30 enhance) + areal alacrity (+30 unnamed +1 man category) + greater wings of air (+2 man category) + cloud wings (+30 unnamed) + a belt of battle (full round) + Greater celerity (full round) + the Run Feat (x5) = 5,850ft of flying movement and perfect maneuverability for one round. |
| #7true_shinkenMay 04, 2009 10:42:43 | Wizards can use Belts of Battle too. Also does it have to be a "Wizard" that beats this monk? If you use belt of battle you can't use celerity on the same round, though. Both expend your swift actions: Using an immediate action on your turn is the same as using a swift action, and doing so counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). On a sidenote, lesser celerity would also work instead of celerity or a belt of battle since you only need a move action anyway - for this goal, lesser celerity is a lot easier to use since it's lower level and you don't spend any money. Well, you COULD get two (more actually) swift actions a round with a Ruby Knight Vindicator, but then you'd need a way to cast all those spells (items could do). If you think about RBV there is always Chuck, though - his speed is unbeatable, I guess. |
| #8pithicaMay 04, 2009 10:51:26 | Yes you can. You can use an immediate outside of your turn costing you your swift for the following round. So you activate the belt of battle during your turn, and when your turn is over, you activate the immediate action to give you another full round. |
| #9true_shinkenMay 04, 2009 11:05:55 | Yes you can. Hm, yeah, it seems like you are right. I don't think that's what was intended but you are right by RAW. |
| #10dr_rocktopusMay 04, 2009 12:38:27 | Hm, yeah, it seems like you are right. I don't think that's what was intended but you are right by RAW. If that's not what was intended, they should have read their own damn rules. That interpretation in no way twists, bends, or abuses the language of the rules. Look, some of this is beyond the point where it can comfortably be considered negligence. I'm going out on a limb and say that either no one had any idea about celerity, which I consider unlikely, or they knew full well you could borrow against your upcoming turn. We have to consider the possibility that the designers were possessed by a malign intellect living at a right angle to reality if we want to write this off as a non-fault. |
| #11stolideMay 04, 2009 12:42:48 | I must say I love celerity. However, I make sure not to abuse it. It is good to have on hand to get oneself out of a pinch though. If you aren't going to survive this turn, the next one doesn't matter... Edit: Blood Dragon, my claim was that a non gestalt wizard of the same level could move faster than him. |
| #12phaedrusxyMay 04, 2009 12:44:04 | We have to consider the possibility that the designers were possessed by a malign intellect living at a right angle to reality if we want to write this off as a non-fault. What part of "Ia! Ia! Cthulhu Fhtagn!" don't you understand? |
| #13dr_rocktopusMay 04, 2009 12:53:51 | What part of "Ia! Ia! Cthulhu Fhtagn!" don't you understand? |
| #14stolideMay 04, 2009 13:09:46 | Since it seems like we are going off topic anyways, I'm looking at using the psionic power Genesis (My wizard in the same game is a gestalt psion wizard) to make my own demi plane... Any tips for how to best utilize this? I'm currently thinking I'm going build a castle or something to move my library to it. I'm sure there are other uses as well. Any ideas are greatly appreciated. |
| #15true_shinkenMay 04, 2009 13:19:42 | If that's not what was intended, they should have read their own damn rules. Now that was a gross exaggeration. You do realize that if you can in some way get away with using a immediate + swift action in the same round the whole paragraph on an immediate action costing you a swift action is pretty much pointless, since there will always be a next round? Do you realy think the designers simply wanted to write a useless paragraph and then print it in pretty much all 3.5 splatbooks? |
| #16phaedrusxyMay 04, 2009 13:34:01 | Now that was a gross exaggeration. You do realize that if you can in some way get away with using a immediate + swift action in the same round the whole paragraph on an immediate action costing you a swift action is pretty much pointless, since there will always be a next round? Do you realy think the designers simply wanted to write a useless paragraph and then print it in pretty much all 3.5 splatbooks? You still can't use both a swift + immediate action every round. Doing it as described above uses up your swift for the next round. So you can do this once, then you have to wait a round. So at most you could do it every other round. |
| #17pithicaMay 04, 2009 14:03:51 | You do realize that if you can in some way get away with using a immediate + swift action in the same round the whole paragraph on an immediate action costing you a swift action is pretty much pointless, since there will always be a next round? The paragraph isn't pointless. Immediates are swift actions that can be done at any point in time. If you do them during your turn, they count as your swift action for that turn. If you do them outside of your turn, they count as your swift action for your next turn. This is how they were intended to be used. It is perfectly reasonable even to use two immediate actions in the same round, one on or before your turn and one afterward. |
| #18shoruMay 04, 2009 15:02:25 | Not sure if this is better than the mercury dragon build, but I remember there is a creature (I think the cheetah) that gets 10x speed for one round or something like that Sorry I can't be of more help, AFB at the moment. |
| #19pithicaMay 04, 2009 15:23:54 | I think I can do better than Mercury Dragon... Shapechange into a ChronoTyryn... They get a SA/SQ called 'dual actions' in that they always get to take 2 rounds worth of actions for any given round. They only have a 70 (average) base fly, unfortunately, but I can work with that. [(70 + 30 + 30 + 30)* x5] x2 = 1600 * Same spells as above and the Run feat 1600 * 3 (for the normal round, belt of battle round, and celerity round) = 4,800. Not as high as the 5,850 I had earlier, but hold on.... Round 1: Activate Belt-Full Runx2 (1600)//Full Run 800/Cast Time Stop (Standard), Move (160), = 2560 TS Round 1: Full Runx2 (1600) = 1600 TS Round 2: Full Runx2 (1600) = 1600 Celerity Round: Full Runx2 (1600) = 1600 Total = 7360 (perfect) fly movement At least, I think that maffs is all right. This assumes that Timestop lasts the minimum of 2 rounds. If it lasts 3.5 (the average-ish) instead, you'd add another 1600 (or 2400 if you wanted to do a full average) to that. |
| #20dr_rocktopusMay 04, 2009 15:26:47 | Alternatively, there's that feat... Cheetah's Speed is it? Makes you go 10x on a charge? |
| #21emyMay 04, 2009 16:27:58 | I think I can do better than Mercury Dragon... So, Shapechange into a Chronotyryn with Quickness from Choker form. Urgh, I'd forgotten that Master Transmogrifist stops you from getting 9th level spells if you use a Wizard entry. Oh well, my tip about Alter Self still stands. edit: maybe. a pegasus might have trouble with casting or items. Dragon type is much easier to work with than magical beast ![]() |
| #22stolideMay 04, 2009 16:40:11 | Edit: No infinite loops or timestop allowed. Sorry, no timestop. This is pretty good so far. If you can break mach 3 that would be even better. I may need to chase a robot with jet engines. It is essentially a gundam the size of a human. If you can beat mach 3, I'll be impressed. EDIT: What books are the quickling and Mercury dragon in? |
| #23true_shinkenMay 04, 2009 21:19:48 | The paragraph isn't pointless. Immediates are swift actions that can be done at any point in time. If you do them during your turn, they count as your swift action for that turn. If you do them outside of your turn, they count as your swift action for your next turn. Which basicaly means you always get two immediate actions or a swif + immediate action. If that were the case, would you not simply write that you have a swift action and an immediate action every round? Well, I'll just refrain from debating intent anyway. The broken thing here is celerity, not some half-baked immediate action ruling. |
| #24aelryinthMay 04, 2009 22:49:49 | Abuse the Mindbender cohort rules, and get lots of followers. Lots and lots of followers. Supplement with undead, conjured minions, whatever. get about 10,000 of them, and line them all up in a row. have each one bull rush you in turn into the square of the next one, or, alternatively, grapple and move you. just automatically lose the skill check. All 10,000 of them will get AoO's as you move into their squares, one after another. During the first servant's action, you should be able to cover 10,000 squares, or 50,000 feet, or the full length of ~ ten miles of your servants, with no problem. I think elapsed time would be about 1 second of game time? Servant 1 still has his move action, so at least half a round is left. Somewhere around Mach 50, I think. ===Aelryinth |
| #25pithicaMay 05, 2009 8:45:44 | Which basicaly means you always get two immediate actions or a swif + immediate action. If that were the case, would you not simply write that you have a swift action and an immediate action every round? If you use a immediate and swift in the same round (or two immediates) you lose your swift/immediate for your turn on the following round. You're borrowing the time from the future. You cannot repeatedly take both an immediate and a swift every round. Round one: Swift on Turn, Immediate after. Round two: no swift on turn, possibly before or after turn costing swift for next turn Round three: if used immediate before or after previous turn-No swift on turn, possibly immediate before or after turn costing swift for next turn; if not-Immediate before or swift on turn, possibly immediate after. Etc. |
| #26stolideMay 05, 2009 9:25:32 | Abuse the Mindbender cohort rules, and get lots of followers. Lots and lots of followers. Supplement with undead, conjured minions, whatever. That isn't limited to wizards though. Anyone can go get 10000 commoners and say you'll give each a 5 silvers to stand in a line for a few minutes. Good try though. The primary problem with that is that by the time I have 10000 commoners lined up, the construct will be long gone. Good try though. |
| #27pithicaMay 05, 2009 10:33:43 | This is pretty good so far. If you can break mach 3 that would be even better. I may need to chase a robot with jet engines. Without Timestop, a wizard shapechanged into a chronotyrm or choker could potentially cast Dim Door or Teleport 6x in one round, using the various action tricks above. With a well built familiar using share spells, imbue w/spell like and/or a wand; you could potentially make that 12x in the same round. I'm too lazy to do the math on how far that is. EDIT: What books are the quickling and Mercury dragon in? Mercury Dragon is in Dragons of Faerun. Quickling is in, I think, Monsters of Faerun. |
| #28dr_rocktopusMay 05, 2009 12:53:41 | So I just want to mention that the belt of battle refreshes at dawn. Just, you know, saying. Cause it's always dawn somewhere. It is my feeling, that if you are prepared to race the sun, you ought to get to reap the rewards of such a fine ambition. I suggest an RkV, as I believe with a suitably silly RAW reading and a relinquary holy symbol which I believe is also recharge at dawn...we can use some basic math to chase the godamn dawn across the world in a single turn. All in favor of the SunRunner, please weigh in? |
| #29liquid150May 05, 2009 12:56:23 | I think the more important question is how far must the wizard run in one round in order to make it far enough to be in a new time zone, where it is dawn? |
| #30pithicaMay 05, 2009 13:01:28 | Assuming an earth-normal day length/planet size, only about 1,000 miles. You can easily pull that kind of travel off with teleport, but I don't think you'd have the spell slots to do it for too long. That fly speed I pulled down earlier of 5,850/rnd is only ~one mile in 6 seconds. That's almost the sound barrier, but not enough to get your charge back on the BoB next round. |
| #31dr_rocktopusMay 05, 2009 13:22:24 | Well, hrm. I have an abiding certainty that it can be done, I just can't put my finger on how you would do it. |
| #32phaedrusxyMay 05, 2009 13:24:01 | Assuming an earth-normal day length/planet size, only about 1,000 miles. There are spells and feats that can grant you the supernatural abilities of outsiders. Archons have the supernatural ability to Teleport at will. You could access that via the Assume Supernatural Ability feat (Savage Species) + Alter Self/Polymorph, if you were already an outsider to start with. There are evil outsiders that have the ability to Teleport at will, too. You could access those with the spell Fiendform (Unapproachable East). I think you even get SLAs with that one. |
| #33dr_rocktopusMay 05, 2009 13:25:52 | Can we use boots of temporal acceleration? Technically not a time-stop! And if they don't daze, or if we use a third eye, clarity, we should be able to get that to give us four rounds of run time per dawn. full round action full round action from BoB full round action from temp accel full round action from temp accel Can we stack it higher? |
| #34naanomiMay 05, 2009 13:47:46 | I never thought of it before... but items and abilities that recharge at dawn... are there a few days in the far north each year (where dawn happens several times an hour) where casters gather to abuse the abundant sun magic energies? |
| #35dr_rocktopusMay 05, 2009 13:51:12 | I never thought of it before... but items and abilities that recharge at dawn... are there a few days in the far north each year (where dawn happens several times an hour) where casters gather to abuse the abundant sun magic energies? I like to imagine so. I tend to run sort of strange and relatively high-powered worlds where the NPCs and organizations are just as aware of the strangeness of the system as the PCs. It's certainly an evocative image.... |
| #36liquid150May 05, 2009 13:57:37 | Can we stack it higher? Have four feet and use two pairs of boots? The more pairs of feet...the better, obviously. |
| #37phaedrusxyMay 05, 2009 14:08:43 | I never thought of it before... but items and abilities that recharge at dawn... are there a few days in the far north each year (where dawn happens several times an hour) where casters gather to abuse the abundant sun magic energies? I'm not sure why you think dawn happens several times an hour anywhere on earth. In the northern summer, there are days where the sun never sets, but they are otherwise the same length as any other day (24 hours, everywhere on earth, all the time ;) ). Now, it would be easier to "chase the dawn" if you were far to the north, I guess. Technically, you could walk around the globe in just a few steps if you were say a meter away from the North Pole. :D Is that what you meant? |
| #38naanomiMay 05, 2009 14:14:58 | Yeah, I guess so... a time when the sun is just sort of hanging out around the horizon, and just walk in circles a bit. Generally those 'once per day at dawn' abilities would suck in the North, having long periods where the sun hangs out or is no where to be seen all day. |
| #39dr_rocktopusMay 05, 2009 15:00:57 | Now, it would be easier to "chase the dawn" if you were far to the north, I guess. Technically, you could walk around the globe in just a few steps if you were say a meter away from the North Pole. :D Is that what you meant? This is what I took him to mean. I am enamored of the image of lich, trudging around and the north pole, one moment in shadow, one moment in light.* * to insure that it was sufficiently dawn flavored, I am presuming he was clever enough to raise a bit of a hillock or such on the north pole so as to provide a topological feature for the dawn to break over. |
| #40stolideMay 05, 2009 16:14:25 | I like where this is going, but if the construct doesn't fly in the appropriate direction for you to chase dawn, you still can't catch him. Also, we are not near either pole, eliminating that aspect. Do illusions work on constructs? One might be able to trick it to fly in the direction convenient for you. Or better yet, a way to change the direction of the sunrise... |
| #41phaedrusxyMay 05, 2009 23:45:58 | Illusions work quite well on constructs. They lack the intellect to know what things should behave like, and are mindless enough to chase something forever, even if they can't catch it. |
| #42stolideMay 06, 2009 7:54:23 | I wasn't sure if illusions were mind effecting or not. With that in mind, then I could trick it into moving in the appropriate direction. So, in order to sustain these speeds, one must be able to travel about a thousand miles a round. So far I've gleaned from this thread that one could travel about 2 miles a round with the information in this thread. |
| #43pithicaMay 06, 2009 8:36:27 | It depends on the type of illusion. IIRC- Phantasms are Mind Affecting Figments and Glamers work on anything with the appropriate sense(s) Shadow spells work on anything regardless |
| #44liquid150May 06, 2009 9:01:30 | I wasn't sure if illusions were mind effecting or not. With that in mind, then I could trick it into moving in the appropriate direction. Well, I suppose theoretically you'd only have to travel 1000 miles in just less than an hour, since that's how time zones work. If you traveled 1000 miles in one round (6 seconds) it would be night in the next time zone. As for running that long, just be a warforged and immune to fatigue. |
| #45stolideMay 06, 2009 9:54:32 | My character is a gray elf, not a warforged. while it is true, the actual limit is every hour, but you won't be able to sustain the speeds discussed in this thread for more than a round. Hence the need to travel 1000 miles a round. You just need to make sure you are in a perpetual state of dawn. |
| #46pithicaMay 06, 2009 10:15:36 | You don't need to nearly travel 1000 miles a round. You only need to travel faster than 1000 miles an hour for one round moving far enough to go past the sun, and then come back far enough (or stopping/slowing long enough) for dawn to hit again. Rinse, repeat. 5,850ft/rnd (my previous mercury dragon entry) is a little over 1 mile every 6 seconds, which is over 600mph. (664.7727272... to be more precise). But that doesn't include the Boots of temporal acceleration. However, those boots do not have the 'charges renewed at dawn' clause like the Belt of Battle. |