
JDawg75 |

As above, I want a way to allow my fighter to fly by level 10 or 11. It's usually around that level it's important to start being able to fly anyway, and I'm trying to figure a way to do it.
I am aware of Celestial Armor but I probably won't be taking it. It's good armor (a little cheesy) but we will probably not encounter it or be able to buy it on our campaign.
J

![]() |
1 person marked this as a favorite. |

As above, I want a way to allow my fighter to fly by level 10 or 11. It's usually around that level it's important to start being able to fly anyway, and I'm trying to figure a way to do it.
I am aware of Celestial Armor but I probably won't be taking it. It's good armor (a little cheesy) but we will probably not encounter it or be able to buy it on our campaign.
J
A handful of Potions of Fly for 750g each will generally work fine: Keep one in a Wrist Sheath (Spring Loaded) to make it faster to use (Swift action to 'draw' the potion, standard action to consume it, and a move action left over to get yourself into a good position for the next round).
Alternately, the Flight Mastery (Item Mastery) feat is a decent option.

Derklord |

Easiest way: Take the Mutation Warrior archetype, which is really good anyway, and select the Wings discovery at 7th level.
Variant Multiclassing Wizard with the Air Elemental School works for the cost of half your feats (while granting other goodies), although you should still ask your GM to be sure, because while the elemental schools are indeed legit arcane schools, VMC Wizard wasn't really made with them in mind.
Humans and half-humans can take Planar Heritage -> Wings of Air, which costs three feats. I don't know a way to get this to work for dwarfs, though.

Azothath |
the easiest way is via a party spellcaster. Next is to partition out the cost in a low charged wand or scrolls. Lastly is a magic item where you pay up front.
Class abilities, racial feats, and feats etc avoid gold costs but hit your PC in power from multiclassing and feat investment. Generally better to just spend the gold unless it works with your goals for the PC.
Lowering the spell level reduces cost. While Fly:T3 is nice, Air Step:2 (esp with ranks in Fly), Glide:2, Levitate:2 (with a rope/tether) may provide what you need.
Flying mounts may be a way to go...

Tim Emrick |

Winged Boots are a solid choice for a martial character at that level--flying 3/day for 5 minutes each time is probably all you'll ever need unless you're in a heavily aerial adventure. And 16,000 gp should be easily affordable by then.
Until then, carrying a potion of flying is probably the best way to make sure you can fly for a few minutes when you really need to, without relying on an ally who can cast it for you. (My stonelord paladin HATED leaving solid ground, but after his first visit to the Plane of Air, he never went anywhere without at least one potion of flying in his pockets.)

Andostre |

You can go VMC wizard picking the Air Elemental School. At level 7, pick the "Air Supremacy" school power.
A character who chooses wizard as his secondary class gains the following secondary class features.
School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.
Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip's key ability score.
Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.
Greater School Power: At 19th level, he gains the 8th-level power of his chosen school.
Note the line "For all powers of that school, he treats his character level as his effective wizard level." Which means you get the 5th and 10th level effects, which are at-will levitate and fly respectively. 5th level levitate would be retroactive, I guess, since you're not choosing the Air Supremacy school power until 7th level.
Also, a fighter getting a familiar at 3rd level is pretty neat.
Good luck with your dwarven fLighter!

Derklord |

the easiest way is via a party spellcaster. Next is to partition out the cost in a low charged wand or scrolls. Lastly is a magic item where you pay up front.
I don't see how asking another player to spend their characters precious actions and spell slots just to bolster your character is the easiest way. Finding a scroll or wand, same story, unless you UMD it yourself (on a character with low skill ranks and cha as the primary dump stat, who doesn't want to spend an action drawign the item), with the added complication of needing to find a shop to buy it. The same applies to wondrous items.
No, the easiest way is to go Mutation Warrior, because your self sustaining (and the activation can't even be interrupted, nor does it require free hands). And considering that you trade out the rather underwhelming Armor Training (which even with AAT isn't that great) for not only the Wings discovery, but also a Mutagen for +4 strength and +2 natural armor (plus a discovery at 11th that could be a vestigial arm to wear a shield in addition to your two-handed weapon), the "cost" is very low, if any cost at all. The true cost is that it might block another archetype that you'd want.
Similarly, three feats isn't that high a cost on what I assume is a melee Fighter (as an archer doesn't need flight that urgently), especially since you also get a familiar out of it, which effectively gives you a feat back.
Winged Boots are a solid choice for a martial character at that level--flying 3/day for 5 minutes each time is probably all you'll ever need unless you're in a heavily aerial adventure. And 16,000 gp should be easily affordable by then.
Winged Boots are okay... if you have someone in the party provide Haste (or Blessing of Fervor). If not, the effective cost of preventing Boots of Speed is significant.
There's a cheaper version that gives 30 fly speed and is 22k.
- Similar to the boots situation, Lesser Wings of Flying prevent you from wearing a Cloak of Resistance. That's not something I can recommend, unless, of course, the campaign uses Automatic Bonus Progression (which I think all campaings should).
On a side note, the item is from an Adventure Path, and the GM might make it unaviable aviable outside of that.
A Carpet of Flying doesn't have such issues, but can be targeted if the GM so chooses, and the smallest/cheapest one will very likely be above the weight limit., which means 30ft speed with no double move or charge.

![]() |
1 person marked this as a favorite. |

I'd still argue that the easiest way is:Azothath wrote:the easiest way is via a party spellcaster. Next is to partition out the cost in a low charged wand or scrolls. Lastly is a magic item where you pay up front.I don't see how asking another player to spend their characters precious actions and spell slots just to bolster your character is the easiest way. Finding a scroll or wand, same story, unless you UMD it yourself (on a character with low skill ranks and cha as the primary dump stat, who doesn't want to spend an action drawign the item), with the added complication of needing to find a shop to buy it. The same applies to wondrous items.
No, the easiest way is to go Mutation Warrior, because your self sustaining (and the activation can't even be interrupted, nor does it require free hands). And considering that you trade out the rather underwhelming Armor Training (which even with AAT isn't that great) for not only the Wings discovery, but also a Mutagen for +4 strength and +2 natural armor (plus a discovery at 11th that could be a vestigial arm to wear a shield in addition to your two-handed weapon), the "cost" is very low, if any cost at all. The true cost is that it might block another archetype that you'd want.
Similarly, three feats isn't that high a cost on what I assume is a melee Fighter (as an archer doesn't need flight that urgently), especially since you also get a familiar out of it, which effectively gives you a feat back.
Tim Emrick wrote:Winged Boots are a solid choice for a martial character at that level--flying 3/day for 5 minutes each time is probably all you'll ever need unless you're in a heavily aerial adventure. And 16,000 gp should be easily affordable by then.Winged Boots are okay... if you have someone in the party provide Haste (or Blessing of Fervor). If not, the effective cost of preventing Boots of...
Weapon Master's Handbook pg. 26 You can coax the magic of flight from transmutation magic items.Source
Prerequisites: Use Magic Device 3 ranks, base Fortitude save bonus +6.
Benefit: You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly. If the item is a suit of armor you are wearing, you can use the item’s enhancement bonus in place of your Dexterity modifier on Fly skill checks while the spell lasts. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.
One Feat, three skill ranks, and ownership of any one of a number of common 'baseline' magic items (Amulet of Natural Armor, any of the stat boost items, etc). It's only once per day until 14th level, but you typically don't need to fly that often in my experience (I think three potions covered my bloodrager for nearly an entire AP)...