The Fastest Character Ever

Kamikaze Midget said:
Wippit, that sounds almost exactly like his plan....and YIPES that man is going to be fast! Not extremely useful, but still licketysplit!

can he stop/turn on a dime too? You could call him the Roadrunner; opponents would of course be called the Coyotes. It would be such a shame if the nasties down the road knew he would come and happened to put a few traps in place, like a fine rope about neck high... at that speed he wouldn't see it...
 

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Zhure said:
PS: Burst is an unnamed bonus, and can be used to up the per round movement by +10 occasionally. That translates to a final speed of 227 mph, but that can only be done a few times per day.

Trigger Power. Since it has Talented as a prerequisite, you have three more uses of Burst for free (in case you fail your Trigger check), and with a DC of 11 and your Dex as high as you can naturally get it, you'll make the check almost every time.
 

Lessee...... 20th-level human psychic warrior.... Speed Of Thought 13 times, the maximum possible at that level...... Inner Strength twice at 1st-level, Run at 3rd-level..... Speed of 160 feet at 20th-level. Enough power points and free talent manifestations to use the Burst power around 120 times per day, each time gaining +10 enhancement to speed for 1 round.... So for about 120 rounds per day, in other words 12 minutes per day, could run 850 feet per round. Could replace 60 of those Burst uses with a like number of Hustles, but Hustle takes a standard action to use and doesn't take effect until the next round....nonetheless, that gives about 60 separated rounds per day of running 1,020 feet per round.

You could forego the Run feat however, along with 1 level of psychic warrior, and instead gain 1 level of psion and gain a Speed Of Thought feat at 3rd-level (though you later miss out on one SoT feat eventually, but it doesn't change the end total of them). The extra power points from that 1 psion level help cover the power point requirement of an SoT feat at 3rd-level. With this slight alteration, by 20th-level, use the Polymorph Self power to become a cheetah, boosting your base speed to 190 feet with Burst, then use Hustle the round before to gain an extra move action this round, moving you 190 feet plus a cheetah sprint of 1,900 feet, for total movement in the round of 2,090 feet....
Which works out to 237.5 miles per hour, but only for one round, and only once per hour....... Ah well. Moot point with Teleport and the like anyhow.

Just how quickly does someone have to run in order to dash across water without falling in, though, I wonder?
 

Arkhandus said:
Just how quickly does someone have to run in order to dash across water without falling in, though, I wonder?
Beyond Monks had rules for ultra-high speeds. At move speed 90', one could move over water with a balance check of 40. At move speed 80', and a tumble check of 35, one could run up and along walls. Fun stuff.
 


After a certain point, it ceases to matter.

I've been playing a high level monk with the Quickened template from the Book of Templates, and I've had a 130 base move, 160 Hasted. I never even counted squares, just put my mini anywhere on the board I wished. 160 move, double move, 5' per 1" square...64 inches on the battle board.

PS
 



I remember reading just recently a biologist said that a human would have to run *only* 200 mph to be able to run across water, based on calculations from the Jesus Lizard (after modifiying weight, foot size, mass, speed etc to human sizes)
 

The more important question: What happens when someone casts a readied wall of stone when the runner passes by. Terminal falling velocity is far below 150 miles per hour (for a human, anyway), so we can assume that the character will take at least the equivalent of 20d6 damage. Considering that these 200+ MPH characters are exceeding terminal velocity, perhaps they should take more than 20d6 damage ...

Of course, if we want to go beyond the rules, any speed should probably be reduced by wind drag after a few moments. It should also probably require some balance checks to keep your footing when you can't possibly process where each foot will land.

As for my answer: go to the min/max boards over on WotC and look at the 1000 threads on this subject. :)
 

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