[Copied from the WotC Board, curse them!]
For the moment, I am only placing this here as a concept for people to assess and see if it has merit. I haven't seen it before, so apologies if this is an old idea.
Let's start with Ramirez. He's a 1st level halfling rogue.
Ramirez acquires the
Spellwarped template (
Monster Manual III, Pg 162). Ramirez is now an abberation, but this isn't so bad a deal.
His natural armour class improves by 2, as does his Dexterity; his Strength, Constitution and Intelligence increase by 4. Pretty good, so far.
Ramirez gains Spell Resistance 11+ its Hit Dice. Nice.
It's a +3 level adjustment, which is a bit of a hit. Maybe LA buyoff can help with that.
Now, here comes the best bit.
"Any time a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves."
Now, there are bonuses to Strength, Dexterity and Constitution, all of which have a well-defined, finite duration. There is even a way to get temporary hit points, equal to 5x the level of the failed spell. Now, all those effects are temporary, and defined as such. Two are not:
"The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).", which is great. Excellent advantages there. But this one caught my eye:
"The spellwarped creature's base speed increases bya number of feet equal to 5x the level of the failed spell". That's it. There are no restrictions given regarding the permanency.
Even if you ruled that the duration is equal to the duration of the spell, casting permanent spells makes for a permanent increase in speed.
It can't be dispelled, it's a supernatural ability.
So, in short, unless I am mistaken, if you can convince a friendly spellcaster (or be one yourself) to start casting spells on you, you gain a permanent, supernatural increase to your speed. It's achievable, at low level (even 1st level).
The
Monster Manual III errata makes no mention of changes.
There are many excellent builds for speed increases and what you can do with them, but this seems to work. Does anyone have any feedback, before I do a few ridiculous builds?
Consider:
The speed of light in a vacuum is exactly 299,792,458 metres per second, which equates to 5995849158 feet per round (6 seconds).
Assuming that you can find someone will to cast 1,199,169,831 levels of spells on you,
then your character can travel the speed of light.
Even with a far more moderate casting regime, and the judicious application of templates (The
Shadow Template adds 50%), class skills and feats (
Cheetah's Speed and
Wildshape), you can go ridiculous speeds, because of one simple thing:
I can't see why the base speed bonus wouldn't stack; the stacking rules on PHB, Pg 171 state that: "
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws and other attributes usually do not stack with themselves." [Emphasis Mine].
However, the spells that have been cast on Ramirez are not stacking their
effects; rather, the spells themselves are
not having an effect on Ramirez, so the stacking rules should not apply here; moreover, the effects are not providing bonuses in and of themselves. And, as a third point, the effect that is increasing the speed of Ramirez is
supernatural, not spell or spell-like.
I believe that there's no limit to how fast you can go. The
Chuck Thread lists a speed of 576,160 feet per round; but with 115226 spell levels, I believe we can exceed that, without templates and such. And that means a very high Jump Check, and that means a very high Diplomacy Check (The
Jumplomancer). Time consuming? Absolutely.
But
possible.
Does anyone have any thoughts or critiques?
C.