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6 years ago ::
May 24, 2007 - 3:03AM
#1
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Date Joined:
Jan 23, 2007
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Ok, so the Theoretical Op boards has this thread on max possible speed. Because of Complete Champ I have a good one round solution to that question.
Ok first off, sorry but I do not have the book in front of me so I do not have some of the specific names.
You need: DMM Persist and the new spell in Complete Champ that gives you an alternate movement mode based on a deity that you choose when you cast the spell. Doesn't really matter what god you choose, although Fharlangh gives the biggest boost. Oh and the Run feat.
So that previously mentioned spell says as a swift action you can discharge the remaining energy for a bonus to your speed equal to 5x the remaining duration in rounds.
So burning a persisted version creates, let's see: 5 x 10(rounds in a minute) x 60 minutes in an hour x 24 hours in a day = a bonus of 72,000 to your base land speed. Multiply by 4 for running, that's 288,000 ft in one round (six seconds). That's 48,000 ft/second. This does not include your base speed or any other bonuses to speed you may have (but honestly does it need to).
Barring an infinite loop I think I win.
Now you may be asking yourself, what is the point, when will this ever be necessary. Well, the point is obviously "FOR SCIENCE" and it may come in handy the next time your in Sigil and the Lady of Pain says, "I think you better leave, NOW."
So now that I have wasted your time, just remember to thank me when your enjoying the fact that you just made Greyhawk's first sonic boom.
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6 years ago ::
May 24, 2007 - 4:24AM
#2
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Date Joined:
Jun 15, 2005
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I don't have the book, but I believe there area few things wrong with this: 1. I don't think you can persist dischargeable effects
The spell must be Personal or have a fixed range (such as Detect Magic), cannot have an Instantaneous duration, and cannot be an effect that is discharged (such as Protection from Element).[/quote] yep
2. Even if it could, you are assuming that one round of discharge is the one that gets persisted, where in reality, you owuld persist the base duration and get that one round, for exactly that.
3. Multipliers don't multiplay straight (not 5x4), instead they add (5+3) for x8
all this, and I haven't even seen the spell
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6 years ago ::
May 24, 2007 - 4:29AM
#3
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Date Joined:
Sep 28, 2004
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2 additions to this to get 4 times the stated speed...
1) Extend + Persistent Spell makes the duration 48 hours. 2) Polymorph into a Cheetah to get x10 movement on a charge (instead of the x5 movement from the Run feat).
192,083' per second (including the cheetah's base speed of 50'), which is 130,965.909 miles per hour.
Sadly, since this only lasts for 6 seconds, you only travel around 218 miles, although it is a charge so you can attack at the end but it much be in a straight line :p.
Does the effect last for this round or for 1 round? Otherwise we could have fun with White Raven Tactics using people every 109 miles on a route to give you another turn (and another 109 miles of travel, using the run feat rather than cheetah sprint). More contraversialy, you could use it on yourself, using Ruby Knight Vindicator (+turn attempts) to get the extra swift action and restore the maneouvre.
Lord Kiwi,
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6 years ago ::
May 24, 2007 - 4:45AM
#4
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Date Joined:
Jan 18, 2007
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2 additions to this to get 4 times the stated speed...
1) Extend + Persistent Spell makes the duration 48 hours. Sorry, but what of "A Persistent spell cannot be an effect that is discharged" isn't clear to you? :D
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6 years ago ::
May 24, 2007 - 4:47AM
#5
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Date Joined:
Aug 10, 2009
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You need: DMM Persist and the new spell in Complete Champ that gives you an alternate movement mode based on a deity that you choose when you cast the spell. Doesn't really matter what god you choose, although Fharlangh gives the biggest boost. Oh and the Run feat.
So that previously mentioned spell says as a swift action you can discharge the remaining energy for a bonus to your speed equal to 5x the remaining duration in rounds.
So burning a persisted version creates, let's see: 5 x 10(rounds in a minute) x 60 minutes in an hour x 24 hours in a day = a bonus of 72,000 to your base land speed. Multiply by 4 for running, that's 288,000 ft in one round (six seconds). That's 48,000 ft/second. This does not include your base speed or any other bonuses to speed you may have (but honestly does it need to). Your concept is right, but your math is wrong. Footsteps of the divine says you can expend the spell to add "...an additional +10 feet to your speed per round remaining in the spell's duration." Therefore, you gain a bonus of 10 x 10 x 60 x 24, or 144,000 ft/round. Times FIVE for the Run feat gives 720,000 ft/round, or 120,000 ft/sec.
To put this in perspective, this hypothetical cleric is running at more than four times Earth's escape velocity. He's running so fast that an atomic clock could detect the relativistic time dilation he undergoes as he moves. He's running so fast that, if this weren't magic, his body would be torn apart as he instantly accelerated to 100 times the speed of sound.
By strict RAW, I think this is legal. Persistent Spell states, "Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged." Since footsteps of the divine (the spell in question) has Personal range, and its duration entry is "1 round/level" rather than something sensible like "1 round/level or until discharged", it would seem to be a legal target for Persistent Spell. (DMM: Persist is also not required; footsteps of the divine is only Cleric 3rd.)
In addition, Persistent Spell also says "...have their duration increased to 24 hours." That seems pretty unambiguous: when you choose to expend the spell, its remaining duration is 24 hours minus any time you've used with the already-very-nice bonus to your land speed--or, preferably, since running requires a straight line, one of the fly speeds available from the spell.
The multipliers in this case actually do stack; the 10x10x60x24 is a bonus that's added in to your speed (let's not forget, this is the speed granted by the spell, not your regular speed), which is then multiplied by five. The intermediate step means the weird D&D multiplication rule doesn't apply.
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6 years ago ::
May 24, 2007 - 5:33AM
#6
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Date Joined:
Jan 23, 2007
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First off, rmccowen thank you for reminding me of both the spells name and the fact that it is 10 feet per round remaining. Secondly, I agree that the fact that Footsteps of the divine can be discharged does not automatically bar it from being persisted. The limitation from spells whose effects can be discharged is a way of preventing players from claiming endless benefit from effects that can only absorb so much punishment (i.e. stoneskin/pro energy). Thanks for the Cheetah idea LordKiwi.
Also, while the perfect fly speeds are a nice option in Footsteps of the Divine's description, they are hardly necessary. An etherealness spell or even Freedom of Movement in a fairly open area works just fine.
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6 years ago ::
May 24, 2007 - 5:44AM
#7
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Date Joined:
Aug 10, 2006
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I agree that the fact that Footsteps of the divine can be discharged does not automatically bar it from being persisted. The limitation from spells whose effects can be discharged is a way of preventing players from claiming endless benefit from effects that can only absorb so much punishment (i.e. stoneskin/pro energy). Rule-as-intended doesn't really concern this kind of optimization exercise. Rule-as-written is the thing. That said, it all boils down to: Can Footsteps of the divine be persisted? It may be worth asking the Sage or Custserv for a final yes/no answer. 
Wasn't there some feat or class in one of the Fiendish Codexes that granted bonus damage on a charge depending on distance moved?
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6 years ago ::
May 24, 2007 - 5:48AM
#8
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Date Joined:
Jul 19, 2006
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Couple ways to increase it further:
Dark Xeph tauric Cheetah. You get both Burst (+30ft) and Sprint (*10 speed) off in the same round for a base speed ( no magic) of 900ft.
Add in the Speed of thought feet, armor of quickness, Celerity domain, 1 level of Barbarian, etc.
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6 years ago ::
May 24, 2007 - 5:55AM
#9
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Date Joined:
Aug 10, 2006
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Speed of thought feet You're right. Speed of thought feet for the win! How can your feet be faster than the speed of thought?
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6 years ago ::
May 24, 2007 - 9:36AM
#10
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Date Joined:
Aug 10, 2009
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First off, rmccowen thank you for reminding me of both the spells name and the fact that it is 10 feet per round remaining. Secondly, I agree that the fact that Footsteps of the divine can be discharged does not automatically bar it from being persisted. The limitation from spells whose effects can be discharged is a way of preventing players from claiming endless benefit from effects that can only absorb so much punishment (i.e. stoneskin/pro energy). Thanks for the Cheetah idea LordKiwi. My point about discharging, which I don't think I made very well, was that by RAW, footsteps of the divine isn't a spell whose effects can be discharged. The word "discharged" never appears at all anywhere in the spell description--in direct contrast to spells like protection from energy, stoneskin, and the crown of foo spells from PHII, which all have duration entries of "XXX or until discharged".
It also differs from other "discharged" spells in that it lasts for an additional round after you use the swift action to expend it.
Of course RAI blocks this; it's clear that Persistent Spell isn't intended to be used this way, and no sane DM is going to rule that your 5th-level DMM: Persist cleric can now run hundreds of miles in six seconds. But this spell looks like one of those weird corner cases that make the CharOp boards giddy, and I don't see any holes in it.
Wasn't there some feat or class in one of the Fiendish Codexes that granted bonus damage on a charge depending on distance moved?  No idea on the charge bonus damage--but if so, I smell a new damage record, as well.
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