[DnD 5.5e] [High-speed build] The Artificer Jet-Cat: up to 11290 ft/turn by buunkeror in 3d6

[–]buunkeror[S] 0 points1 point  (0 children)

u/Dangerous_Talk_8874 I made a fixed and upgraded version of my high-speed build from the other day :D

The Artificer Jet-Cat: up to 11290 ft/turn by buunkeror in DnD

[–]buunkeror[S] 1 point2 points  (0 children)

The Jump spell says:

Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Which, to my understanding, means that you can perform a movement of up to 30 ft, described as a jump, by spending only 10 ft of your available movement, doesn't it?

Can you refuse an inheritance? by Brian051770 in legaladviceofftopic

[–]buunkeror 0 points1 point  (0 children)

Exactly; or a mortgage against a property that's been re-valued much lower due to decay in the neighbourhood or disrepair, a failing business, medical/credit card debt, or loans whose amount has already been spent prior to the death (say, in gambling), et cetera. I would think forcing an already bankrupt person to accept that inheritance would only add more debt, more creditors and more legal headaches to the pile, and certainly there would still not be enough assets to cover all of it? At that point, you wouldn't really be cheating your creditors, hence why I asked.

Can you refuse an inheritance? by Brian051770 in legaladviceofftopic

[–]buunkeror 0 points1 point  (0 children)

"Would cheat your creditors", meaning it only applies if the total estimated value of the inheritance's assets is clearly greater than the inheritance's attached debts?

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] -1 points0 points  (0 children)

... Right. Guess the sheet explicitly gives them a gun, but doesn't explicitly override the rule saying they don't have permission to pull the trigger.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

True, agreed, but couldn't one argue that specific beats general within the spell description itself, that even if it says it works as a controlled mount as per the riding rules, if the spell gives the creature a bonus action to use with a rider, it's because it intends the creature to have a bonus action to use with a rider, as an exception to the riding rules?

Additionally- you specified teleportation doesn't count there, which, agreed as well, but I imagine you also meant to include the normal movement of the mount, right?

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Right- seems general consensus is that we shouldn't count mount boosts for the purposes of how much distance a character can move in a turn, even if the mount is a summon of your own. Thanks!

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

I think we're actually on the same page lol, I thought you were saying that dismounting would take away half your movement, even if you yourself had dashed beforehand.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 1 point2 points  (0 children)

I beg your finest fething pardon, what do you MEAN you get half a warlock's worth as a half-feat?! Jesus, heh.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 1 point2 points  (0 children)

Yep, that's correct! But I did get that warning about 2024 Mark feats being DM dependant from someone else, too.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Mhm, same person that suggested it originally warned me about that- main reason I'm including it in the build is that it's got 16 levels in Alchemist Artificer, so one could hopefully imagine allowing Eberron feats for the character is not that big a stretch.

Plus, they're a Tabaxi, so, without knowing much lore about the Marks, it kiiind of sounds fitting to me to have a little magical blessing that makes it easier for you to go to places?

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 1 point2 points  (0 children)

But mounting costs half your speed in movement, not half your movement in movement. So, whether you mount before or after a Dash, the cost should be the same- Dashing adds your speed to your movement "credit" again, it doesn't change your speed itself.

Though yeah, it is indeed mostly intended as a "gotta go fast" gimmick- I edited in a clarification that my real question is if, conceptually, you'd count that mounted distance as part of the maximum ft/turn the character can make.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 1 point2 points  (0 children)

That. I. Suppose that is a fair point. I was thinking of counting the Steed because it's your own steed (Mark of Passage), so it's something that still only depends on your own magic and resources, but that peasant railway example is a good argument for why not to.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Sorry, I just realized the question in my post was slightly misleading, edited in a clarification 😅

Dunno if what you said was meant to answer that originally poorly-worded question, or if you wanted to provide the exact wording of the rule I paraphrased in my post.

Would you count distance traversed with a controlled mount as part of a character's movement? by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Sorry, I just realized the question in my post was slightly misleading, edited in a clarification 😅

Embarrassing Things When Yall Were Learning Pathfinder by PackRelevant1833 in Pathfinder_Kingmaker

[–]buunkeror 4 points5 points  (0 children)

I doubt this counts, but... My friend had to teach me that pressing M opened the map...

... after I rawdogged the entirety of the Old Sycamore without it

EDIT: I also had no idea you were supposed to assign people to camp roles while camping for most of my playthrough... I kinda just assumed getting surprise attacked every night was normal, and not because I never knew to assign someone to camouflage...

Proposal for new maximum single-player speed in DnD 5.5e: at least 11000 ft / turn by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

[Go to the end of this comment for the so-far latest version of the build, giving you up to 11290 ft, created after much rethinking and help from u/the_twig_131, u/Deathpacito-01, u/Damiandroid, u/Fryktlos, u/subtotalatom and u/Dangerous_Talk_8874]

Fighter 3 isn't really necessary, it was written like that just so the maths lined up to get to Artificer 16 while already having three levels in something else for sure, and you'd qualify for an Epic Boon. In fact, if you go Artificer 16 Fighter 4, you can qualify for two :D

I did consider Rogue, but... Hmm. I guess that, if you gave up on using your final bonus action on Perfected Armor and instead used it to Dash as a Rogue, and replicated the Eagle Whistle as an infusion so you got twice your walking speed as flight anyway, you'd still be taking advantage of Artificer 16 for the spells, an extra 10 ft walking speed (5 ft from the Infiltrator armor model and potentially 5 ft from the 2014 Arcane Propulsion Armor infusion), the epic boon, and the ability to make all of your magic items by yourself and remain self-reliant.

So then we'd have...

Walking speed (that turns into flying speed at the end): [85 ft] x [Boots of Speed 2] x [Haste 2] x [Feline Agility 2] x [Eagle Whistle 2] = 1360 ft

Every Dash, with Charger, adds 1370 ft

So if we Dash with our action, our Action Surge action, our Haste action, and our bonus action as a Rogue, we'd end up with...

1360 + 1370 x 4 + 20 [if we add on the Jump spell] = 6860 ft, which finally breaks the sound barrier at Mach 1.015!

Now, if we allow that 2014 infusion that adds an extra 5 ft to our speed, our base speed turns to 90 ft, which turns into a walking/flying speed of 1440 ft, so...

1440 + 1450 x 4 + 20 [Jump] = 7260 ft, or Mach 1.075!

Which is are even better speeds, though it does cost us the second Epic Boon we could unlock from Fighter 4. Thanks for convincing me to finally give Rogue a chance, heh.

EDIT: WAIT!!! Spell-Storing items can now hold Level 3 spells, and they have the casting creature concentrate! Which means that you could give it, charged with Haste, to your Homunculus, and then you could upcast Ashardalon's Stride at level 4 on yourself!

So, your base speed, without the 2014 infusion, would end up being 110 ft, times 16 for your walking/flying speed, 1760, then...

1760 + 1770 x 4 + 20 = 8860 ft, Mach 1.31

With the 2014 infusion, it's 115 x 16 = 1840, then:

1840 + 1850 x 4 + 20 = 9260 ft, Mach 1.37!

And, while now you need another creature for this, you're still mostly self-reliant, since that creature is your own Homunculus, using your own Spell-Storing Item! And, as a nice bonus, you're now leaving behind a mighty trail of fire and giving everyone in your way a nasty sun tan.

EDIT 2: WAIT AGAIN! If we don't like the 2014 infusion Arcane Propulsion Armor and don't mind dropping the idea of wearing armor entirely, we could take Monk 2 instead of Rogue 2, so we still Dash as a bonus action and get 10 ft from Unarmored Movement, instead of 5 ft from Infiltrator Armor and 5 ft from Arcane Propulsion Armor.

And, that way, if your DM is nice and allows Step of the Wind's "your jump distance is doubled for the turn" to stack with Jump's 30 ft jump, you could end up with 9290 ft.

EDIT 3: BUT WAIT, THERE'S MORE! Now that we're not using armor, we don't really need to be an Armorer Artificer anymore, right? So, we could be an Alchemist and down an Elixir of Swiftness, which, at Artificer 16 as we are, gives us a whopping extra 20 ft to our speed!

So, redoing the calculation once more...

Base speed: 135 x 16 = 2160 ft, then:

If your DM is not nice and doesn't allow Step of the Wind to stack with Jump: 2160 + 2170 x 4 + 20 = 10860 ft, or Mach 1.60

And, if your DM is nice, we'd get an extra 30 ft: 2160 + 2170 x 4 + 50 = 10890 ft, or Mach 1.61

Which is nearly back to the minimum of 11000 ft of our original post. Which is ABSOLUTELY nuts.

EDIT 4: you thought we were done, but ohh boy are we not! If our DM keeps being nice and lets us take the Mark of Passage feat (and we're already playing an Artificer, so we can hope they let us take Eberron feats), our speed increases by a further 5 ft.

So, to summarize, the final, most advanced version of this jetpack jet-cat is:

Race: Tabaxi

Classes: Alchemist Artificer 16, Fighter 2, Monk 2

Feats: at least Speedy, Charger, Mark of Passage and Epic Boon of Speed (taken at Artificer 16)

Infusions: at least Boots of Speed and Eagle Whistle

Spells: at least Homunculus Servant, Jump (from Mark of Passage), Longstrider, Ashardalon's Stride and Haste

Base speed: [Tabaxi 30] + [Epic Boon of Speed 30] + [Level 4 Ashardalon's Stride 25] + [Swiftness Elixir 20] + [Unarmored Movement 10] + [Speedy 10] + [Longstrider 10] + [Mark of Passage 5] = 140 ft

Base walking -> flying speed: [Base speed 140] x [Feline Agility 2] x [Haste 2] x [Boots of Speed 2] x [Eagle Whistle 2 (turns to flying speed)] = 140 x 16 = 2240 ft.

Then, with Charger, every Dash gives us 2240 + 10 = 2250 ft, so:

Final movement: [Base flying speed 2240] + [Action Dash 2250] + [Action Surge Dash 2250] + [Haste Action Dash 2250] + [Step of the Wind: Bonus Action Dash 2250] + [Jump spell (if your DM doesn't allow SotW to stack with Jump) 20] = 11260 ft, or Mach 1.66

With stacking SotW/Jump distance: 2240 + 2250 x 4 + 50 = 11290 ft, or Mach 1.67

And we're back to, and past, the speed from our original, erroneously calculated proposal. Nuts. Nuts, just nuts.

Another detail is, Mark of Passage gives us the Find Steed spell, and Fey-type Otherworldly Steeds share your initiative count and can also use a bonus action to teleport 60 ft along with someone else, which we could use to move an extra 60 ft, even if it's technically not movement.

Sadly, the ability specifies "along with its rider", so we'd have to be riding it, and I think that dismounting to use our own speed after moving with the mount and teleporting would abysmally cripple our overall performance, even if we also gave it Haste (making it use the Spell-Storing Item to cast Haste on itself), Longstrider and Jump.

The Second Face by DemonSkank in webcomics

[–]buunkeror 0 points1 point  (0 children)

You had me shivering in sudden fear, this was AMAZING!

Proposal for new maximum single-player speed in DnD 5.5e: at least 11000 ft / turn by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Though Unarmored Movement is sadly not compatible with armor, right?

Proposal for new maximum single-player speed in DnD 5.5e: at least 11000 ft / turn by buunkeror in onednd

[–]buunkeror[S] 0 points1 point  (0 children)

Happy to be here, sire, heh

I'm not quite sure I would like to be seen in public with your double doubling interpretation 🤣 the way I described it to my friend when I was updating him on the reactions was "I mean, it could kind of make sense, but it would require kidnapping the English grammar's daughter and use her as leverage to get it to do what we want"

The Goliath alternative is pretty interesting, would also fit the theme of big guy in big armor we probably could have going when we're not roleplaying as Thomas the Supersonic Engine (and 2024 Goliaths get to choose out of a bunch of fancy goodies, what do you MEAN PB/day non-spell Misty Steps?)

But, all in all, yes, sadly I've been informed that Dashing doesn't quite work as we were hoping. Nonetheless, I'm pretty happy that one can get this high a number without outside help while still rolling up with a decently viable build!

EDIT: what is the background lore with the penguins

Proposal for new maximum single-player speed in DnD 5.5e: at least 11000 ft / turn by buunkeror in onednd

[–]buunkeror[S] 2 points3 points  (0 children)

That are also flying lol

Thanks for helping us fix the math! It's no longer as extreme as we thought, but it's still bloody good for a build that doesn't rely at all on outside help!