Author Topic: Travel without teleport  (Read 11794 times)

Offline jojolagger

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Re: Travel without teleport
« Reply #20 on: January 25, 2012, 08:03:40 PM »
Let's go with Phantom Steed, shall we?  480 feet per round with normal move actions, or if using the Run action it's 960, which is just shy of 110 miles per hour.

If a persisted Haste was used on one, speed would increase to 270, 540 using double move, or 1080 with a regular 4x Run.  That's a little over 120 mph. If it was somehow able to get 5x Run it would be 1350 feet per round, or about 155 mph.
Why stop there?
Gloves of man (Savage Species) ->? Rapid Wraith (ghostwalk) for x2 speed
Fly like an arrow (dragon 308) for X10 speed
Plus I know there is a reasonable low level Spell compendium spell (edit: cloud wings, druid level 2. I assume you can get a level 3 druid helper) that adds 30 ft, and an item in the MiC (Panther Mask) that gives the run feat.
That's just over 3400 miles per hour, and is greater than mach 4.
EDIT: Wait, only 6 miles? If I can squeeze in another 1680 ft per round, that'll get you there in a single round.
That totals to 300 ft. x5 x2 x10 or 30000 ft per round.
« Last Edit: January 25, 2012, 08:10:11 PM by jojolagger »
Out of net access for a bit. Should be back late monday.

Offline Cagemarrow

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Re: Travel without teleport
« Reply #21 on: January 31, 2012, 06:48:01 PM »
If you can cast summon monster 7 you can have a djinn cast wind walk on 6 targets with a duration of 20 hours and then be able to fly at 60 MPH all day if you want. Its like a slow motion deatheater smoke flight from the harry potter movies.

Offline spacemonkey555

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Re: Travel without teleport
« Reply #22 on: January 31, 2012, 09:55:18 PM »
If you can cast summon monster 7 you can have a djinn cast wind walk on 6 targets with a duration of 20 hours and then be able to fly at 60 MPH all day if you want. Its like a slow motion deatheater smoke flight from the harry potter movies.

A genie from a ring can do that since it's a calling effect, but a summon's spells fade when it expires.

Offline Lo77o

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Re: Travel without teleport
« Reply #23 on: February 01, 2012, 12:27:26 AM »
If you can cast summon monster 7 you can have a djinn cast wind walk on 6 targets with a duration of 20 hours and then be able to fly at 60 MPH all day if you want. Its like a slow motion deatheater smoke flight from the harry potter movies.

A genie from a ring can do that since it's a calling effect, but a summon's spells fade when it expires.

Where is that ruling from?

Offline spacemonkey555

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Re: Travel without teleport
« Reply #24 on: February 01, 2012, 01:23:24 AM »
Where is that ruling from?

http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#summoning

Quote
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.

Offline Cagemarrow

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Re: Travel without teleport
« Reply #25 on: February 01, 2012, 11:50:08 AM »
That's true, however it is from a spell like ability not a spell. Generally they are considered different for such things as Prc qualifications, counter spelling, etc. In the description you have linked it specifically separates out that the creature refuses to cast spells or spell like abilities that cost XP or would cost it XP if they were spells. So they did acknowledge that they were different things within the rules for the school itself.

Its a ruling that would have to be reviewed by your particular GM before using it in game as it falls under RAW vs RAI.

Offline shandiris

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Re: Travel without teleport
« Reply #26 on: February 01, 2012, 12:14:44 PM »
If you can cast summon monster 7 you can have a djinn cast wind walk on 6 targets with a duration of 20 hours and then be able to fly at 60 MPH all day if you want. Its like a slow motion deatheater smoke flight from the harry potter movies.

Nice find!

So I would need wind walk for about 53 rounds. CL is at 24 atm, so I need either extend or 2 slots. A lvl 7 slot is pricy though, but it's definatly a better option than phantom since SM7 isn't that bad of a spell.

PS: You can only do 1 run action per minute right?
PS2: My DM is ruling that the effect dissapears if it's a temporary spell. (which does open the gate to major creation and the likes to summon monster :) )
« Last Edit: February 01, 2012, 12:17:55 PM by shandiris »

Offline Rebel7284

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Re: Travel without teleport
« Reply #27 on: February 01, 2012, 12:29:08 PM »
PS: You can only do 1 run action per minute right?

Last I checked you can run as much as you want, but need to start making Constitution checks eventually... don't know exactly were the details are though.

PS2: My DM is ruling that the effect dissapears if it's a temporary spell. (which does open the gate to major creation and the likes to summon monster :) )

Huh? Summon a monster using Major Creation? Wut?

Offline spacemonkey555

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Re: Travel without teleport
« Reply #28 on: February 01, 2012, 12:48:07 PM »
The high speed motion from windwalk is a wind blowing you along at a set rate. If you actually move normally, you're stuck at 10' per move.

Offline shandiris

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Re: Travel without teleport
« Reply #29 on: February 01, 2012, 01:51:17 PM »
PS: You can only do 1 run action per minute right?

Last I checked you can run as much as you want, but need to start making Constitution checks eventually... don't know exactly were the details are though.

PS2: My DM is ruling that the effect dissapears if it's a temporary spell. (which does open the gate to major creation and the likes to summon monster :) )

Huh? Summon a monster using Major Creation? Wut?

Found the run thing: "A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run)." (SRD: constitution)

What I meant was: that the ruling my DM made means that: I can cast summon monster vii get the djinni to cast major creation (vegetable matter) and that the material will stay after it dissapears. So: No need for planar binding and magic circle.

Offline Agita

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Re: Travel without teleport
« Reply #30 on: February 01, 2012, 01:56:18 PM »
PS: You can only do 1 run action per minute right?

Last I checked you can run as much as you want, but need to start making Constitution checks eventually... don't know exactly were the details are though.
Here.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
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Offline Cagemarrow

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Re: Travel without teleport
« Reply #31 on: February 01, 2012, 02:49:15 PM »
The Djinni was a major boon to my Binder using the Zceryll Vestige a few games ago. Here's a WIP list of official materials that can be created by the Djinni.

Plant Material that a Djinni can create using its Permanent Major Creation
https://docs.google.com/spreadsheet/ccc?key=0Aiyz5iDSM5rddG5Ud0NFeXFwUUxhLW9UNHZSNFd0aWc&hl=en_US

That doesn't even bring up the real life products that could be made by it. Amber, Pitch, Oil and its derivatives, Coal, Diamond if you can convince your DM that a craft alchemy check can be used to make it from coal :) etc

I was using it to build my own city state from the ground up.