Runner (3.5e Optimized Character Build)

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Scales.png This page is of questionable balance. Reason: Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.

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This is a half optimized build that let's you walk, run, and hustle FAST


A Race on this site, Unearthed Arcana, Players Handbook

Game Rule Components[edit]




Catgirl/Nekomusume/Nekomimi (DnD Race)





Catgirl Abilities[edit]

8. +10 Base Speed

10. +8 Jump

12. Fast Mover

Catgirl Penalty Features[edit]

4. -2 Wisdom


Starting Ability Scores: 17 Str, 14 Dex, Con 18, Int 13, Wis 14, Cha 10

Race: Catgirl/Nekomusume/Nekomimi (DnD Race)

Starting Racial Traits: +2 Cha, -4 Wis, +2 Perform(any), +10 Base Speed, +8 Jump, Fast Mover

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Fort Ref Will
1st Monk 1 +0 +2 +2 +2 Run none
2nd Monk 2 +1 +3 +3 +3 none none
3rd Monk 3 +2 +3 +3 +3 none +10 unarmored speed


At the first level of this character's career, they would already be able to move 55ft a round. At their 3rd level, they can move 60ft a round while unarmored. At the 20th level they can move 115ft a round. With run they can run at times 5 speed instead of 4, and with Fast Mover(which add +5 speed) a runner gains +4 AC against any opponent within 30ft while moving. This build also offers a good jump. With run, a runner can run only 10ft then jump without penalty and with a +8 jump, a +3 Str, and investing ranks in jump(+4 at first level), would let you jump really far.


The most profane limitation is that the flaw, Quick, subtracts 1 from you hitpoints every level.

DM Counters[edit]

Monsters who can use Slow or other spell or ability that can stop or slow down someone with this build.

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