| CSDragon31 |
The feat Wings of Air gives a supernatural fly speed equal to your base speed, and is pretty much an auto-pick for all Sylphs.
However, Air Supremacy, a trait of the Air Wizard School, gives the ability to cast Fly on yourself at will as a supernatural ability.
I've already set down the Air Wizard School, so at that point is getting Wings of Air worth it?
I've never had a flying character before, so I don't know the difference between having a Supernatural Fly Speed, and being under the effects of the fly spell.
For one, I'm already using feats to accomplish something I would already be able to do. But I'd have to refresh the fly spell, and cast it, meaning it wouldn't be available in a pinch if I didn't already have it running.
The Fly spell seems to be locked at 60 ft/round, would having a Supernatural Fly Speed of 35 mean I'm stuck at 35? Or can do a run action like one would do with on-land movement?
I'm very unclear on what each of the abilities actually does. Hence why this is in Rules Questions.
| Bane Wraith |
The "run w/ flyspeed" question has been asked before, such as Here ... brief search, still no answer found. Still looking.
No, you would not be "locked" at a speed of 35. The Fly spell Enables you to fly at 60.
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load)
Emphasis mine.
| Aleron |
The above covers speed. The other big difference you should be aware of is the wizard ability can be dispelled due to being a spell-like ability. Depending on the campaign and DM that may or may not come up.
I think I've seen it stated somewhere you can do a 'run' fly. Or even a double move. Nothing official though so run it by your DM and find out how they would rule to know for sure.
I think your Sylph can also increase his base land speed through items and feats to increase his fly speed as well. Or at least I'd allow that in my campaigns.
| CSDragon31 |
There's an alternate racial trait (which I took) that adds 5. That's how I got 35.
Even if it was dispelled, it can be cast at-will infinite times per day, so it would have to be some sort of anti-magic field which already nullifies supernatural abilities.
So it seems the Pros and Cons are as follows:
Pros:
Don't have to cast it once every [level] minutes.
It's active whenever I need it, don't have to waste a round casting if I forgot to cast it a while ago.
Potential to move 140 feet in a round by air.
The feats also grant +4 on saves vs electric and air effects.
"Good" level maneuverability
In character, the character would probably prefer this option.
Cons:
Costs 2 feats
Walk speed is only 35, not 60, meaning you move slower taking a move action and standard action in a round, but move faster when taking full move actions.
Out of character, it's a hefty cost for abilities I already partially enjoy.
Alternate rules question:
If you have a natural/supernatural fly speed, and fly gets cast on you, can you choose which fly speed to use? 60 if you're walking and your super/natural speed if you're running?
Edit: Actually, my DM is pretty loose about homebrew, I'mma just see if he'll changing Air Supremacy's level 10 ability to just become a supernatural flight speed for simplicity's sake.
| Bane Wraith |
It seems very possible to choose, given the above. But I personally see no reason. If you've got a flyspeed despite being dispelled, you're not going to immediately fall. Anti-magic fields cancel both anyways. Keep in mind this is the Rules section, not advice; We`re only interested in your rules questions here.
@Aleron ; You're right, it seems the general consensus that you Can 'run' whilst flying. This is decided mostly due to to the wording of 'Running' (says Speed, not a particular type of speed), and the definition of Speed (which encompasses multiple types of speeds). You can't run whilst climbing though. Swimming with a swimspeed can 'run' in a straight line. See those respective skills, for the proof.