I figured out a low-cost pseudo-fly effect exclusive to monks!


Advice

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You just gotta be a level 6 monk, with a caster ally. You can do it earlier but it's much less effective before level 5
You also should convince your DM to let you take Glide as a Qinggong Ki Power, which is perfectly reasonable. Otherwise you must Wand it.

So you get the caster to cast Jump (level 1 spell), and you cast Glide. Then, you spend 1 ki point on increasing your jump check by +20.

Here's your total acrobatics bonus:
+2 14 Dex
+8 having a 50ft base speed
+6 add your monk level to Acrobatics
+6 ranks
+3 class skill
+20 ki point
+20 Jump spell at CL 6
=65 TOTAL BONUS
you could get another +3 from items, at 250 gp for a mwk tool and a cracked ioun stone.

The DC of a high jump is the number of feet jumped times 4. With an average check of 75, you can jump 25 feet in the air!
So you jump in the air in front of where you want to go, then travel towards the thing at a speed of 60ft per round
You could also VMC rogue to get double your level to acrobatics, so that's cool.

Glide wrote:
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
Jump wrote:
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.


That gets you over rivers and chasms, but it doesn't let you melee most flying enemies - they'll just spend a move action flying up and you have no answer. For non- combat uses you can probably just climb something rather than getting a friend to save a spell slot for you anyway.

Scarab Sages

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This isn't fly, it's Hulk Jumping. Which is still pretty awesome, actually.

The Exchange

avr wrote:
That gets you over rivers and chasms, but it doesn't let you melee most flying enemies - they'll just spend a move action flying up and you have no answer. For non- combat uses you can probably just climb something rather than getting a friend to save a spell slot for you anyway.

The more mundane thing you could do with it is jump over people to avoid AoOs


Huh, so all you need to do with your monk is be faster than a speeding bullet (done), and more powerful than a locomotive (needs work).

Then maybe you might possibly be able to compete with the 5th level wizard who didn't invest a load of ki and dex and speed and skill ranks into being able to get mad hops.


Reminds me a lot of the Jumplomancer set up.

A few hundred points off... and it can't convert jump to diplomacy... but hey, it's getting there.

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