Battlefield Control: forcing Flyers down


Advice

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so i'm playing a high level game where we just got level 12. While i'm an Air specialist wizard, i'm having a hard time finding ways to force other flyers to the ground. most of the spells (river of wind, gust of wind or sirocco) allow a fortitude save or a DC15 fly check to remain at their current altitude. The only spell i can find is scouring winds which replicates a windstorm, but that's a 7th level spell

my question is "how can i force other fliers down to the ground?"

i wish to force them down for various reasons, fireball formation for the blaster, restricted maneuverability so the fighters can surround them, and most of all so that the other squishy in the party can stay safe.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Depends on the type of flyer. If it's magic they use, hit them with dispel or greater dispel magic. IF it's wings then you need to put them out of commission, either through paralysis, sleep, entanglement, or just keel them dead.

Or just disable them in other ways by confusion.


LazarX wrote:

Depends on the type of flyer. If it's magic they use, hit them with dispel or greater dispel magic. IF it's wings then you need to put them out of commission, either through paralysis, sleep, entanglement, or just keel them dead.

Or just disable them in other ways by confusion.

i thought you got a bonus against those types of spells when it would put you into unnecessary danger (I.E. hold monster on a powered flight creature cause it would cause them to fall)

I got the dispel covered (which I had completely forgotten about btw), but if i am correct in the fly skill description, the fly checks are forced even if it is magical flight when taking damage and all of that


Hold Monster, if you are paralyzed you cannot take the required actions to keep flying. You drop like a brick. Making a fly check is made as 'part of another action', if you are unable to take any action due to being paralyzed, dazed or confused, you fall.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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Ever heard of tanglefoot bags?


dragonfire8974 wrote:


i thought you got a bonus against those types of spells when it would put you into unnecessary danger (I.E. hold monster on a powered flight creature cause it would cause them to fall)

Some do some dont, hold person doesnt thus hold monster doesnt. In fact hold monster specifically calls out flyers.

Quote:

I got the dispel covered (which I had completely forgotten about btw), but if i am correct in the fly skill description, the fly checks are forced even if it is magical flight when taking damage and all of that

The things that you can do to force them to fall (shoot them out of the sky) force a fly check. However, if on their turn they fail to act to continue flying, they will fall. Those fly checks are not automatic. A dazed, paralyzed or confused monster(that isnt acting normally) will fall like a brick.


Your cyclone school power should force a DC22 (10 + CL) fly check on creatures passing within 10ft of you, failure knocking them to the ground. If you're fighting outside you can up that with Alter Winds, the harsh wind causing penalties to fly checks.

Since the cyclone has a 120ft height at 12th level you should be able to force these checks against multiple flying creatures every round just by running by underneath them or flying within a few feet.


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Kolokotroni wrote:


The things that you can do to force them to fall (shoot them out of the sky) force a fly check. However, if on their turn they fail to act to continue flying, they will fall. Those fly checks are not automatic. A dazed, paralyzed or confused monster(that isnt acting normally) will fall like a brick.

I'm wondering if this works against magical flight

btw, remember that there will probably be spell resistance and strong saves as the GM has been throwing groups of CR 14s at us like candy, maybe up to 15s now due to leveling

finding ways to get better spell penetration aside from the two feats would also be nice. I know about the varisian tatoo and spell specialization, but i'm wondering if there are items that would increase CL even if it is just for one spell

EDIT: excellent idea gluttony, that doesn't even allow for SR


dragonfire8974 wrote:
Kolokotroni wrote:


The things that you can do to force them to fall (shoot them out of the sky) force a fly check. However, if on their turn they fail to act to continue flying, they will fall. Those fly checks are not automatic. A dazed, paralyzed or confused monster(that isnt acting normally) will fall like a brick.

I'm wondering if this works against magical flight

btw, remember that there will probably be spell resistance and strong saves as the GM has been throwing groups of CR 14s at us like candy, maybe up to 15s now due to leveling

finding ways to get better spell penetration aside from the two feats would also be nice. I know about the varisian tatoo and spell specialization, but i'm wondering if there are items that would increase CL even if it is just for one spell

EDIT: excellent idea gluttony, that doesn't even allow for SR

Magical flight still requires acting to sustain it. The flight spell for instance states that is requires as much attention as walking. If you are paralyzed you cannot walk, no more flight, gravity takes over. Its not the same as the fly spell being dispelled, you simply are no longer flying (even if it isn't by choice).


Kolokotroni wrote:


Magical flight still requires acting to sustain it. The flight spell for instance states that is requires as much attention as walking. If you are paralyzed you cannot walk, no more flight, gravity takes over. Its not the same as the fly spell being dispelled, you simply are no longer flying (even if it isn't by choice).

I don't know if you can know how happy this makes me.... hehehe

thanks y'all for the input

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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...no love for my tanglefoot bag idea? :(


I think this went away in 3e, but physical flyers had to land when they were below half HP. That would be a houserule to put back in, but its not illogical and lets the meleers have some meaningful role in the encounter.


Jiggy wrote:
...no love for my tanglefoot bag idea? :(

Sorry! i misread the entry, even if they do make the save they can only move at half speed which forces a fly check. I don't know how I can stack that on with things, but that also doesn't allow for SR

Thanks for making me re-read it!


Use your Dragonrend Shout :P (Couldn't resist)

Hold Person/Monster would be good for you if they are flying. You might think about inventing a spell (if one doesn't already exist) that shoots a glob of goo at flying creatures that entangles and drops them from the sky (again, only if they use wings). Magical flying is a little more difficult as you need to dispel it. The most annoying one is when it's a supernatural ability as it's not affected by entangling or Hold Monster, nor can it be dispelled. When it comes to supernatural flight, the only thing that really works is an anti-magic field.


Tels wrote:

Use your Dragonrend Shout :P (Couldn't resist)

Hold Person/Monster would be good for you if they are flying. You might think about inventing a spell (if one doesn't already exist) that shoots a glob of goo at flying creatures that entangles and drops them from the sky (again, only if they use wings). Magical flying is a little more difficult as you need to dispel it. The most annoying one is when it's a supernatural ability as it's not affected by entangling or Hold Monster, nor can it be dispelled. When it comes to supernatural flight, the only thing that really works is an anti-magic field.

supernatural flight would still be subject to all the things that would force fly checks, like hovering, moving less than 1/2 speed in a round, taking damage and would be subject to things that penalize them. with 2 clerics in the party, we can stack up some passive penalties

Sovereign Court

Bolas.


deusvult wrote:
Bolas.

fliers are immune to being tripped


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flying in this game is generally poorly implemented.

for example... the skill check to not lose altitude from damage should probably be based on the damage delt. DC 10+damage received should be the check and the amount of altitude lost should probably be equal to the amount failed.... or possibly an additional skill check every 10 feet to recover.

among other things.

The Exchange

dragonfire8974 wrote:
deusvult wrote:
Bolas.
fliers are immune to being tripped

But not immune to having their wings tangled.

Additionally, any of the hand spells can be used to stop a fliers forward progress, which results in said flyer...

F
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Tels wrote:

Use your Dragonrend Shout :P (Couldn't resist)

Hold Person/Monster would be good for you if they are flying. You might think about inventing a spell (if one doesn't already exist) that shoots a glob of goo at flying creatures that entangles and drops them from the sky (again, only if they use wings). Magical flying is a little more difficult as you need to dispel it. The most annoying one is when it's a supernatural ability as it's not affected by entangling or Hold Monster, nor can it be dispelled. When it comes to supernatural flight, the only thing that really works is an anti-magic field.

Web should do the trick. Even with nothing to anchor to, I imagine it would cause difficulty for winged flyers. In a tree tops sorta situation, the reduction in move speed should cause flyers problems even if they don't get entangled.

Truthfully by around 8th - 10th level you need to look at ways to increase your melee damage dealers' mobility. A couple potions of fly really change the encounter.

Also remember to make sure that every party member has an effective ranged attack. Every wizard should have his crossbow, every elf a longbow, even if you seldom use them, they're great when ambushed or out manuvered.


cp wrote:
dragonfire8974 wrote:
deusvult wrote:
Bolas.
fliers are immune to being tripped

But not immune to having their wings tangled.

Additionally, any of the hand spells can be used to stop a fliers forward progress, which results in said flyer...

F
a
l
l
i
n
g

At high levels, just stopping their progress wont make them fall. the dc to hover is what, 25? You have to completely stop them from being able to act.


Xot wrote:


Web should do the trick. Even with nothing to anchor to, I imagine it would cause difficulty for winged flyers. In a tree tops sorta situation, the reduction in move speed should cause flyers problems even if they don't get entangled.

Truthfully by around 8th - 10th level you need to look at ways to increase your melee damage dealers' mobility. A couple potions of fly really change the encounter.

Also remember to make sure that every party member has an effective ranged attack. Every wizard should have his crossbow, every elf a longbow, even if you seldom use them, they're great when ambushed or out manuvered.

every melee member can fly, but the problem comes in the mobility of the enemies because we have 2 very squishy squishies. when the baddies don't engage the melees... well the first time a breath weapon ended one squishy and a disintegrate the other

The hand spells are such a high level for such little benefit...

EDIT: the DCs are stupid low, 15 for hover, 10 if you move less than 1/2 speed, 20 if you go up at a steeper than 45 degree angle. to really hurt a flier, you need some wind speed and fly skill penalties or dex penalties


The thing about web is...

Web wrote:
These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

... so if you cast Web on, say, a Manticore flying around, it would appear, then fade away and nothing happens.

I hate flying battles, they can get really annoying when trying to calculate out exactly how far away someone is for spell purposes. Sometimes, we just hand wave it, but when you're slinging Enervations around, suddenly the GM wants to know exactly how far away you are, and how far he has to move to stay out of range :P


My GM pulled that crap.

he would say things like the creature began and ended its turn out of range of the spell.

so we started holding actions to cast spells and make attacks... but that killed the rangers damage (can only get one bow shot on a hold action) and the casters had to essentially stand out in the open in order to use their spells as a hold action.

long story short. unless your GM is just forcing you to take punches to the face (some GMs do that) running is always an option. as is learning all you can and forcing your GM to follow the rules even those that he wants to fudge.


In the 3.5 Spell Compendium there's Earthbind (a lvl 2 spell I think), which forces a flying creature to the ground on a failed Fort save, magical flight or not. Spells granting flight are suppressed for the duration I believe.


What I do, is I use my Rod of Extend when he's just outside my normal range. He always forgets I have that, and I keep it around just to spite him.


summon a monster to go grapple the flyer?


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3.5 Spell Compendium also had Downdraft. Notable because it blew creatures downward 50 ft even if they made the save, 100 ft if they failed. And it is Reflex partial, not Reflex half, so Evasion does nothing to protect against that. Has some varied use since it deals falling damage (1d6 per 10 ft fallen) if a flier hits the ground and against anyone within the cylinder already on the ground, a failed save makes them prone. Unfortunately, it's Cleric 3 / Druid 3.

The book also has Wingbind, which is like a better Earth Bind. Net of force entabgles a winged creature and forces it to the ground, no helps against magical fliers. And it's single target, reflex NEGATES, and 4th level, so I much prefer Downdraft.

It's tough. I have a gestalt 17th level battlefield control caster that's about to take a teleporter to the "air dungeon," with Tiamat (in the setting just an super powerful multichromatic dragon, not a goddess) as the boss. I don't think I'll be able to use much BFC; so much of it is ground-based. :(


How about sleet storm? It makes the ground icy so it could conceivably be used to keep things from getting airborne.


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Marius Castille wrote:
How about sleet storm? It makes the ground icy so it could conceivably be used to keep things from getting airborne.

It is highly dangerous to begin attributing behavior to spells that isn't explicitly called out in the rules. Technically haste makes you move and act faster, which means your muscles generate more CO2 more rapidly, which means you have to breathe faster to expel it. Since you have to breathe faster to handle the enhanced CO2 production, that means you drown faster if someone hastes you and forces you underwater, right?

So no, Sleet Storm does not do anything outside of it's normal effect to fliers. And also why you should not attempt to integrate real world physics, biology, and chemistry into the game :)


Don't forget things like solid fog, which will lock the flyer into place.

At that level, it's usually not so much that they can fly, it's that they can fly FASTER THAN YOU CAN.

There's also a whole set of illusions to hide your presence, and things like Tiny Hut that should make it more difficult for the fliers to target you.


Marius Castille wrote:
How about sleet storm? It makes the ground icy so it could conceivably be used to keep things from getting airborne.

Why would it do that? flyers aren't airplanes, rolling on wheels w/ thrust in order to generate enough lift w/ fixed wings. well, maybe you have an airplane golem, or something, but at least in general, flyers are all VTOL-enabled.


Tels wrote:

The thing about web is...

Web wrote:
These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

... so if you cast Web on, say, a Manticore flying around, it would appear, then fade away and nothing happens.

I hate flying battles, they can get really annoying when trying to calculate out exactly how far away someone is for spell purposes. Sometimes, we just hand wave it, but when you're slinging Enervations around, suddenly the GM wants to know exactly how far away you are, and how far he has to move to stay out of range :P

Could you use the Manticore's wing tips as anchors?

The Exchange

Unfortunetly the dc to hover is an auto pass on most creatures. Making holding them still not as effective. By stoping them is nice.


paralyzing them doesn't allow them the fly check to stay hovering


Thac20 wrote:
Tels wrote:

The thing about web is...

Web wrote:
These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

... so if you cast Web on, say, a Manticore flying around, it would appear, then fade away and nothing happens.

I hate flying battles, they can get really annoying when trying to calculate out exactly how far away someone is for spell purposes. Sometimes, we just hand wave it, but when you're slinging Enervations around, suddenly the GM wants to know exactly how far away you are, and how far he has to move to stay out of range :P

Could you use the Manticore's wing tips as anchors?

IMO, they are neither solid nor diametrically opposed unless you have good timing. I could entertain a fairly high AC attack roll to see if you can hit with the Web at the right time, I guess, but they still aren't solid. If the spell were intended to allow use as a net, it would just do so, and you could use it as a net on nonfliers as well.


Sometimes there are points to anchor a web

phantasmal web doesn't need anchors

Illusions of walls, trees, cliffs that are not there (or the illusion moves them slightly from where they really are) to hamper the flying creatures movements.

Fogs, clouds, or deeper darkness to make fliers hit walls, trees, etc...

Reverse gravity should really screw with a winged flyer

Levitate things in the way

Telekenisis them to the ground

Enemy hammer is even more fun

Hydraulic push or torrent from above

Situational, but onetime we used curse and enfeeblement to make an armored flier suddenly heavily loaded and couldn't fly. Not always useable, but it was really fun.

Summon air elementals

Summon other creatures that could grapple

Sometimes the wall of X spells, summon swarms, or inspect plagues can be used to hem them into or out of an area

Confusion, entangle, calcific touch, river of wind, irresistable dance, hideous laughter, etc... should all interfere with a flier depending on GM interpritation.

Really, with just a little thought there are alot of spells that can interfere with fliers.


the problem is we are at high levels, so spell resistance is difficult (especially because the GM throws baddies at us several CRs higher) and their saves are good (especially because the GM throws baddies at us several CRs higher)

i'm not complaining about having the baddies, I enjoy it because we are mowing through APL +1s and +2s, and actually have to spend resources to deal with APL +3s, but we survive easy. @ APL +5 is where we are standing with hard encounters, and that was with a bit of cheating on the GMs part (creatures remaining invisible after attacking because the lighting was bad, not because of greater invisibility, flat out denying finding an invisible foe based on hearing them casting spells, even the direction they were in). This is where the flying actually becomes a Challenge because the enemies have the resources to keep the fighters from dealing too much damage and still hurting our squishies.

I may have built an overly effective fighter and the GM keeps having creatures stand toe to toe with the two very well made fighters. at that level, the ranged attack backup just doesn't cut it when the enemies are more maneuverable than me (because i only have boots of levitation)


but my backup is a wizard who, thanks to all the wonderful suggestions, won't have any trouble with maneuverable and fast fliers :)


Or, better yet, go to the Evocation Optimization thread and steal some of the builds off there. Why worry about SR when you'll easily overcome it unless it's stupidly high. You simply blast the crap out of anything and everything around you.

Scarab Sages

Use Shrink Item on a very large rock.

Attach said item to a tanglefoot bag.

Throw bag + item at flyer. Item is now "tossed onto a solid surface" and returns to normal size/weight, exceeding target's maximum carrying capacity.

Note that this does not work on very large/strong opponents.

Also note that the wizard/sorcerer who cast the spell does NOT need to be the person who "tosses the item onto a solid surface," so familiars, minions and other party members can actually be the ones to throw the item.

Dark Archive

Load up on a few Rays of Enfeeblement in those little used 1st level slots.
Remember a flyer cannot fly if their encumbrance is at a heavy load and they get terrible penalties if they are at or over medium.
(A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor.)
Hit a wizard/sorcerer with this spell and you can actually strip them of their ability to cast spells (impose an arcane spell failure check on every attempt to cast a spell).

A metamagic'ed (empowered or persistent or quickened are best) can take a flyer completely out of the fight in 1 round.

The Exchange

Well, there's harpooning, but most wizards don't pack transformation and an exotic weapon around in order to deal with fliers.

Let's see. If you can force the creature to cower or render it dazed or stunned, it can "take no actions," including maintaining flight for creatures who need to do so. Fatigue and exhaustion can do the trick indirectly by suddenly driving its encumbrance limits down...

Shadow Lodge

Mathwei ap Niall wrote:

Load up on a few Rays of Enfeeblement in those little used 1st level slots.

Remember a flyer cannot fly if their encumbrance is at a heavy load and they get terrible penalties if they are at or over medium.
(A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor.)
Hit a wizard/sorcerer with this spell and you can actually strip them of their ability to cast spells (impose an arcane spell failure check on every attempt to cast a spell).

A metamagic'ed (empowered or persistent or quickened are best) can take a flyer completely out of the fight in 1 round.

Where does it say in Pathfinder that a creature cannot fly if they are restricted by heavy/medium armor (Barding and its restrictions only applies to mounts)?

What spell failure chance does a medium load create?

Dark Archive

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Serum wrote:
Mathwei ap Niall wrote:

Load up on a few Rays of Enfeeblement in those little used 1st level slots.

Remember a flyer cannot fly if their encumbrance is at a heavy load and they get terrible penalties if they are at or over medium.
(A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor.)
Hit a wizard/sorcerer with this spell and you can actually strip them of their ability to cast spells (impose an arcane spell failure check on every attempt to cast a spell).

A metamagic'ed (empowered or persistent or quickened are best) can take a flyer completely out of the fight in 1 round.

Where does it say in Pathfinder that a creature cannot fly if they are restricted by heavy/medium armor (Barding and its restrictions only applies to mounts)?

What spell failure chance does a medium load create?

Under the lifting and carrying rules.

Lifting & Carrying wrote:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

Added to this rule under the fly skill

fly skill wrote:
a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

A creature who's strength is dropped enough (especially a flyer who isn't known for having high strength to begin with) is suddenly completely over-loaded with 1 casting of the OP's ray of enfeeblement (minimum 7 points max 12 or 15 if empowered).

Per the encumbrance rules not only does that target all but +1 from his dexterity bonus (which is what Fly is based on) they also suffer a -6 to all fly checks and that's just if they are carrying less then twice their new maximum load.
Now for any character other then the strength based martial the OP's will drop their strength to a 1 or 2 meaning 21 lbs keeps them from moving at all.
With the sheer number of str 8 casters out there this drops them below 0 and invokes this rule
Strength wrote:
A character with a Strength score of 0 is too weak to move in any way and is unconscious.

And they fall out of the sky.

As for what spell failure chance a medium load causes that will be somewhere between %20-%30 like all medium armors cause (the GM will have to decide the exact amount).

I never said the rules are perfect only that this is another option to bring flyers down.

Liberty's Edge

Kydeem de'Morcaine wrote:
Illusions of walls, trees, cliffs that are not there (or the illusion moves them slightly from where they really are) to hamper the flying creatures movements.

This makes me wonder if you could create an illusion that the ground and the party was x feet lower. Turn a Flyby Attack into a crash.

Shadow Lodge

A lot of these suggestions make my witch quite nervous, even though she uses supernatural flight (no wings, and no dispelling).

Scarab Sages

Mathwei ap Niall wrote:


With the sheer number of str 8 casters out there this drops them below 0 and invokes this rule

"A character with a Strength score of 0 is too weak to move in any way and is unconscious."

And they fall out of the sky.

Not true. The spell specifies that it reduces the strength to a minimum of 1. So they can't be knocked unconscious with this spell.

However, it is likely that they will drop under the weight of their own gear. The problem is that in standard "Piazo Bad Editing" fashion, there is no clear rule for how magical (as opposed to winged) flight works. Hovering is a DC 15 fly check.

Let's look at an some examples of outcomes by my interpretation of RAW:

Example 1: Suppose you are a wizard with a Strength of 8 and you suddenly find you have a strength of 1. Let's further suppose you have a handy haversack, and a few other items, so your total weight carried is only 20 pounds. Now with a strength of 1 your maximum load is 10 pounds. The wizard has his movement reduced to reduced his movement to 5' - but he can still move so he says in the air.

Example 2: If the same wizard had been carrying 35 pounds, he would have exceeded triple his max load. So now what? Well the rules are silent on this - I would argue that he simply falls and takes normal damage from falling, but a generous GM might rule that he is "dragged to the ground" (in effect he's not dragging the weight, the weight is dragging him), and he takes no damage.

Example 3: If the same wizard were carrying more than 50 pounds, I would definitely rule that he falls and takes damage though.

Dark Archive

PSusac wrote:
Mathwei ap Niall wrote:


With the sheer number of str 8 casters out there this drops them below 0 and invokes this rule

"A character with a Strength score of 0 is too weak to move in any way and is unconscious."

And they fall out of the sky.

Not true. The spell specifies that it reduces the strength to a minimum of 1. So they can't be knocked unconscious with this spell.

However, it is likely that they will drop under the weight of their own gear. The problem is that in standard "Piazo Bad Editing" fashion, there is no clear rule for how magical (as opposed to winged) flight works. Hovering is a DC 15 fly check.

Let's look at an some examples of outcomes by my interpretation of RAW:

Example 1: Suppose you are a wizard with a Strength of 8 and you suddenly find you have a strength of 1. Let's further suppose you have a handy haversack, and a few other items, so your total weight carried is only 20 pounds. Now with a strength of 1 your maximum load is 10 pounds. The wizard has his movement reduced to reduced his movement to 5'

Example 2: If the same wizard had been carrying 35 pounds, he would have exceeded triple his max load. So now what? Well the rules are silent on this - I would argue that he simply falls and takes normal damage from falling, but a generous GM might rule that he is "dragged to the ground" (in effect he's not dragging the weight, the weight is dragging him), and he takes no damage.

Example 3: If the same wizard were carrying more than 50 pounds, I would definitely rule that he falls and takes damage though.

Bah, I always forget that dang can't reduce below 1.

But that's really the point, drop the strength to 1 or 2 and apply that -6 penalty while stripping away their dex bonus. Tends to BADLY ruining the capabilities of a flying character.


Slow + anything that whould further reduce their speed by half again. " Say bye bye!". Net come to mind ( whit shrinked stone), wondering if solid fog could mess up, teleport them to the ground for a hug by the melee, wall spell ( have to remember wich), casting fly and haste on the BSF, enlarge person and grapple to Leroy Jenkin to the ground, portable hole used like a net.
And starting from lv 1 : grappling hook or arrow/bolt/javelin and rope. Animate rope come to mind also. Immovable rod or force cage, feather token : three, whip grapple (Leeroy again), feather token: anchor (fiat a load on this one but i can see a Dragon as a boat equivalent), blindness/deafness ( cant say where up is), a simple bag on the head or sheet ( no 747 autopilot build in fly spell).
Alternative change the battle area to inside or dungeon area. Stone wall and craft.

Thats a bunch of weird ways, many dont make them fall (as take free dammage) but most can do the thing needed : land the damn thing. Dont be picky and share cursed item (lode stone).

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