Flying the Unfriendly Skies - What is the best way to fly?


Advice


I'm playing Kingmaker, 9th level Paladin, approaching the end of "Varnhold Vanishing". We're getting close to the level at which many parties start trying to gain flight, and I'm trying to figure out the best way to do that. Magic items? A wand or potion? Spellcasting? Mount?

What have you tried and what do you think is best?

The Party:
  • Human Paladin (my character)
    - Position: General
    - Deity: Sarenrae
    - Divine Bond: Mount (wolf)
    - Battle Tactic: Falchion (power attack/mounted combat)

  • Human Oracle of Lore
    - Position: Ruler
    - Mystery: Lore
    - Curse: Tongues
    - Battle Tactic: Fauchard(reach/trip), or spells

  • Half-Orc Rogue
    - Position: Royal Assasin
    - ACF: Scout
    - Battle Tactic: Two-Weapon Fighting

  • Elven Witch
    - Position: Spymaster
    - Patron: Elements
    - Battle Tactic: Hexes and/or blast spells

  • Sorcerer (A new player joining at the beginning of the next book.)
    - Position: ???
    - Battle Tactic: ???

Magic Items that grant flight:


What sort of funds are you looking at spending?

Airship
Alchemical Dragon

Just to show a few other options.


Strix, kobold with some wing feats.

Sczarni

Wings of flying, if you can swing it.

Carpet is next best.

Reason? Constantly on, no activation cost, and uses a less than valuable slot (cape) or none (carpet).


Also is teleportation on the menu? Usually about the time long term flight becomes available teleportation usually is as well.

Grand Lodge

UMD and a wand of Overland Flight...

Not permanent, but at hours per level, it isn't bad.


A Roc AC should be large at level 9.

It will hurt in dungeony areas, but I understand the bulk of Kingmaker is outdoor exploring.


Abraham spalding wrote:

What sort of funds are you looking at spending?

Airship
Alchemical Dragon

The flying vehicles sound awesome! I don't think our campaign is ready for those yet, but I'll certainly bring it up with the GM for future consideration.

Abraham spalding wrote:
Also is teleportation on the menu? Usually about the time long term flight becomes available teleportation usually is as well.

Our Witch just learned the Teleport spell at 5th.

I was thinking of combat movement rather than overland travel.


Airwalk is a surprisingly versatile spell especially the communal airwalk version (though that's a bit higher level). Not precisely a Paladin option but one that a cleric in your party might want to think about. Doesn't have the duration of Overland Flight to be sure - but moving as if the air was ground is quite useful for martial classes - charging a flying foe never gets old. Neither does avoiding all kinds of ground based traps by simply not walking on the ground at all (though any form of flight does this - but airwalk also has the advantage of "hovering" without any skill required.


Blueluck wrote:
Abraham spalding wrote:

What sort of funds are you looking at spending?

Airship
Alchemical Dragon

The flying vehicles sound awesome! I don't think our campaign is ready for those yet, but I'll certainly bring it up with the GM for future consideration.

Abraham spalding wrote:
Also is teleportation on the menu? Usually about the time long term flight becomes available teleportation usually is as well.

Our Witch just learned the Teleport spell at 5th.

I was thinking of combat movement rather than overland travel.

Awesome -- I was hoping you would clarify if this was for logistics or combat, with that answer I would suggest celestial armor for your mount. It gives the mount more AC, and gives him the ability to activate the armor for fly once per day. As armor it's always going to be useful and the fly effect will be available when you need it. If you need more flight than that consider scrolls and potions for now I don't think you'll need more than 1 fly a day really and if you invest lightly in potions you are ready if you need more.

Have you considered getting a bow as a back up weapon? I know you won't get quite as much damage that way if you are melee focused, but you'll get some more than not engaging and when you smite evil you'll still do very respectable damage with it.


If somoene in the party can swing it wind walk (clr6) is the single best overland travel spell for short distances. It may be a level or two away, but still worth considering. Even an item of it 1/d would cover a lot of people and last hours. Eagle aerie (druid/summoner 6) is also very cool and themantic, though could also be used for combat.

For combat flying I'd vote for wings of flying as a melee character. Other than that I'd say flying carpet, but i'd also wear a ring of feather fall in case you get knocked off. Just saying.


Rycaut wrote:
Airwalk is a surprisingly versatile spell especially the communal airwalk version (though that's a bit higher level). Not precisely a Paladin option but one that a cleric in your party might want to think about. Doesn't have the duration of Overland Flight to be sure - but moving as if the air was ground is quite useful for martial classes - charging a flying foe never gets old. Neither does avoiding all kinds of ground based traps by simply not walking on the ground at all (though any form of flight does this - but airwalk also has the advantage of "hovering" without any skill required.

Back an edition or two, there was a set of horseshoes that gave a horse Airwalk. Unfortunately, a wolf would object to having nails in it's feet... Doggie booties of airwalking?


Abraham spalding wrote:
I was hoping you would clarify if this was for logistics or combat, with that answer I would suggest celestial armor for your mount.

Brilliant!

Tying flight to my mount is something I'd considered, but I'm reluctant to switch to a flying mount because the wolf has really become an important part of my character. On the plus side, it doesn't take one of my actions to activate a mount, and I am quite good at riding (Mounted Combat, Ride-by Attack, and planning on Spirited Charge at 11th). On the down side, it's not useful when I can't have a mount - although I think it's likely that I will have access to my mount in environments where flight desirable.

Celestial Armor isn't something I'd considered yet, but I have been saving up to buy a Mithril Chain Shirt +1 for my mount. Celestial Armor is more expensive, but I should be able to handle the cost in a level or two.

Abraham spalding wrote:
Have you considered getting a bow as a back up weapon?

I've been carrying a bow since level one and encouraged our Rogue to do the same. We pull them out about about once per level, because sometimes there's no substitute for standing back and sticking a few arrows in the baddies.

Kingmaker campaign spoiler:
The rogue is a Lawful/Neutral worshiper of Erastil who acquired the Stag Lord's Helm. With his three ranged sneak attacks and my Smite Evil, plus a Witch and Oracle, our party switches into shoot-em-up mode quite effectively.


Sounds like you are set then.

RPG Superstar 2015 Top 8

Find a awhile to grant your wolf flight. Perhaps It could sprout wings. Wolf wings! Or upgrade your mount to one with flight, like a shedu, dragon, griffon, or the like. Ten you can use your mounted combat abilities. You will also want some flying capacity for those situations where your mount is not available.

Grand Lodge

if you're interested in raising your own flying mounts, your party should check out Talon Peak. That's what the players in my game just did.

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