domino said:
The really fast guy interests me. Being able to run across country in an hour or so interests me a lot.
Well, seeing as I may as well back up my claims, here he is. I didn't bother to list his skills, chosen spells, or all of his magic items here; just those things which add to his ability to move. Flavor to taste, obviously.
Speedy Gonzalez, Male Human Cleric 1/
Monk 6/Psychic Warrior 5/
Sacred Fist 8
Feats: Combat Casting, Combat Reflexes,
Dash,
Divine Vigor,
Endurance, Extra Turning,
Fleet of Foot, Improved Trip, Improved Unarmed Strike, Quicken Turning,
Run,
Speed of Thought, Stunning Fist,
Up the Walls, Weapon Finesse
Domains:
Celerity (+10 base movement), Competition (+1 on all opposed checks)
Psychic Warrior Powers Known (PP/day: 17; Base DC = 17 + PL) 1st—inertial armor, offensive prescience,
skate; 2nd—
hustle, psionic lion's charge
Possessions:
monk's tattoo
Speed (normal): 125 ft./action (overland running speed = 141 mph)
Speed (maxed out): 135 ft./action (w/hustle, Divine Vigor)(overland running speed = 228 mph)
Note that he can only maintain the maxed out overland and downhill speeds for five rounds (hustle costs 3 PP per use).
This is a more reasonable, and playable, attempt at maximizing or stretching a rule; in this case, stacking all the movement bonuses I could find onto the same character. This character could easily grow from 1st level to 20th, just trying to get faster and faster, possibly in emulation of his deity. This I could play, and would throw at my players if need be.
(BTW, assuming my calculations are correct, the average unarmored human in D&D runs at about 34 MPH!)
Edited: took out the boots of springing and striding and the skate power, because they don't stack with monk (thanks for pointing that out!

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