Daniel Myhre
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My search fu must be weak today. Just spent the last 3 hours looking for a set of feats my lodge's VO mentioned. First, a bit of setup for the question. I've been tinkering with various Aaismar builds for a week or two now after buying Blood of Angels. And I finally have a build I'm happy with. Since at this weekend's convention I'll be getting my 3rd XP on my Standard character (an aerokinetic) AND getting a convention boon that allows me to make an aasimar, i was planning on rebuilding my kineticist as one.
Reading the heratiges, I'm liking Garuda-Blooded for the character. Reading the description, I noticed the following passage:
The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black.
When I asked the VO last Tuesday how to determine if your particular garuda-blooded has wings, he said you have to take three feats to have wings. What he didn't mention was what feats these are, or where they're located. So my questions are as follows:
What feats do you need to take to gain functional wings, and what book(s) are they located in? Also, are these feats PFS legal?
From a non-PFS game I know how useful having a winged character who can fly is. And for thematic reasons it would be fun to be have wings.
| My Self |
| Rynjin |
It's really only two Feats.
You need two more (Angelic Flesh and Metallic Wings) to be able to use them as natural attacks, but given you need to be Aasimar 10th for Angel Wings (meaning you can't get them until 11th level) and PFS ends at 12th...not gonna happen, and you won't get much of a chance to have fun with your wings in the first place.
Daniel Myhre
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It's two feats. Both PFS-legal.
As an aerokinetic, you'll get much better flight much faster than an Aasimar will get wings.
Thanks.
.... Uhm... Wha?! Wow that's some steep prereqs to have wings. I guess I can kind of see it since the ability to fly does grant some large tactical benefits. But there's so many ways to gain flight at much lower levels.
LazarX
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My Self wrote:It's two feats. Both PFS-legal.
As an aerokinetic, you'll get much better flight much faster than an Aasimar will get wings.
Thanks.
.... Uhm... Wha?! Wow that's some steep prereqs to have wings. I guess I can kind of see it since the ability to fly does grant some large tactical benefits. But there's so many ways to gain flight at much lower levels.
But not unlimited flight which is what the wings feats eventually give you.
| Rynjin |
| 1 person marked this as a favorite. |
Daniel Myhre wrote:But not unlimited flight which is what the wings feats eventually give you.My Self wrote:It's two feats. Both PFS-legal.
As an aerokinetic, you'll get much better flight much faster than an Aasimar will get wings.
Thanks.
.... Uhm... Wha?! Wow that's some steep prereqs to have wings. I guess I can kind of see it since the ability to fly does grant some large tactical benefits. But there's so many ways to gain flight at much lower levels.
Ehhh...it's still a very high level required for such a thing though. 7th or 8th probably would have been a better spot. Keep in mind that since it's flight with wings, it has a LOT of downsides magical flight doesn't need to deal with.
LazarX
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LazarX wrote:Ehhh...it's still a very high level required for such a thing though. 7th or 8th probably would have been a better spot. Keep in mind that since it's flight with wings, it has a LOT of downsides magical flight doesn't need to deal with.Daniel Myhre wrote:But not unlimited flight which is what the wings feats eventually give you.My Self wrote:It's two feats. Both PFS-legal.
As an aerokinetic, you'll get much better flight much faster than an Aasimar will get wings.
Thanks.
.... Uhm... Wha?! Wow that's some steep prereqs to have wings. I guess I can kind of see it since the ability to fly does grant some large tactical benefits. But there's so many ways to gain flight at much lower levels.
Conking out in an anti-magic effect isn't one of them.
Daniel Myhre
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I believe aerokinetics, telekinetics, and pyrokinetics already do get unlimited flight. Okay, so Flame Jet is much more limited since you basically fly like Cannonball from X-Force and it's a standard action.
All the kineticist flight methods cost zero burn, so you could use them all day long. And the greater versions are move actions, while allowing hovering.
Wings on the other hand require multiple feats and/or serious investment of skill points into the Fly skill to hover. Needing an investment of 14 skill points, minimum, for no-fail hovering means most will never reach that high of skill.
Course, there's also the fact that you can't put ranks into Fly unless you actually can fly. Thus penalizing people who went the "gain wings" route far more then someone who uses a spell or other class ability to fly at much lower level. Dragon Disciples don't get wings until 9th level for example, meaning they have a 3 rank cap (effectively) on Fly skill unless they took a flight spell at lower levels.
Kineticists could potentially be starting on the Fly skill at level 2, and no later then level 6 without need of taking multiple feats. Okay, granted this uses their utility talent slots, but they honestly get many of those. And IMO most utility talents aren't anything to write home about. The Wings of Air prereq talents though are both highly useful. I mean, hello! Double movement and acrobatics skill bonus or always on feather fall? Sign me up!
Okay, so I'm thinking aerokinetics get the best utility talents (other then kinetic healing from water and aeither). Still doesn't refute that kinetics have the potential for far more useful flight then other sources that require spell slots or taking multiple feats.
Daniel Myhre
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Rynjin wrote:Conking out in an anti-magic effect isn't one of them.LazarX wrote:Ehhh...it's still a very high level required for such a thing though. 7th or 8th probably would have been a better spot. Keep in mind that since it's flight with wings, it has a LOT of downsides magical flight doesn't need to deal with.Daniel Myhre wrote:But not unlimited flight which is what the wings feats eventually give you.My Self wrote:It's two feats. Both PFS-legal.
As an aerokinetic, you'll get much better flight much faster than an Aasimar will get wings.
Thanks.
.... Uhm... Wha?! Wow that's some steep prereqs to have wings. I guess I can kind of see it since the ability to fly does grant some large tactical benefits. But there's so many ways to gain flight at much lower levels.
No, but how common are anti-magic effects? You know, vs wind effects, someone shooting an arrow/spell/throwing a boulder at you, or just plain flubbing your Fly check by 5 or more since you've only got a +4 bonus (maybe) and the DC is 15 to 20 on average... so you plummet to the ground and taking falling damage.
Oh, and refresh my memory, but an ability with the (SP) description (vs SU which is Supernatural) isn't stopped by anti-magic, right?
OilHorse
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If your bonus is +4 and you plan on flying in combat, you have are making bad life choices.
Seriously, you should get 1 rank in Fly immediately. It will be a class skill, for +3. You have some sort of Dex mod, odds are. This should bring you to +6/+7 minimum.
The majority of the important checks are DC 10. After that it is the Hover DC of 15 you want to reach. Not all that hard to obtain.
Daniel Myhre
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Ah, don't usually run characters where the nature of an ability matters that much. Usually I'm running fighters or sorcerers. As such I sometimes forget what the Sp abbreviation means as an ability notation. You know, since none of my characters typically have one with it.
O.o (checks kineticist's ability lists) Anti-magic completely shuts them down. EVERYTHING is a Sp or Su ability except taking burn and Elemental Overflow. But then again if all your abilities are shut down, you're not taking burn anyway.
Which I guess raises a new question. Does an anti-magic field cause you to have lost any burn saved in your Internal Buffer even after the anti-magic effect is gone? Er, clarification perhaps is needed.
Kahel has willingly takes a point of burn to store it in her internal buffer. This is saved for three days since she hasn't had to use excessive amounts of Burn causing abilities for a while so gather power has been enough. Then she gets in a fight with a mage who grows tired of dodging her lightning blasts. So he drops an anti-magic field on her, thus shutting down almost all her abilities (and really annoying Kahel). Once the anti-magic field is gone, does she still have that 1 point saved in her Internal Buffer from before, or is it now gone as if she'd spent it to power a wild talent?
Jokem
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FYI - Since Aasimars get +2 Chr, Sorcerer with the Celestial Bloodline is also an option (and uses no feats at all)
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Daniel Myhre
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If your bonus is +4 and you plan on flying in combat, you have are making bad life choices.
Seriously, you should get 1 rank in Fly immediately. It will be a class skill, for +3. You have some sort of Dex mod, odds are. This should bring you to +6/+7 minimum.
The majority of the important checks are DC 10. After that it is the Hover DC of 15 you want to reach. Not all that hard to obtain.
Not as true as you might think. Kahel for example has a dex of 16, but wears a chain shirt (-2 ACP). Attribute points as I level will probably be going into Con for more hit points, more damage with my blasts, and higher DC for my wild talents. Thus once I can put my first point in Fly she'll have a +5 in it. She'd no longer risk "plummet to the ground" failure on a DC 10 check, not that Wings of Air suffers that issue of winged flight.
But let's assume I waited till level 11 and took the feats for winged flight. But let's go with the hypothetical of I'm wearing mithral chain shirt by this point so have a +7 total bonus to Fly. You know, best case and all. I can't fail a DC 10 bad enough to plummet to the ground anymore, but still can fail my fly check if the DC is 10. At which point I'd fall 10 feet anyway.
Average DC for most fly checks is 15, meaning she needs to roll an 8 to make it, and a has roughly a 20% chance to flub bad enough to fall to the ground. If it's excessively windy, for example having to fly in a severe windstorm she to make a DC 20 Fly check while suffering a -8 penelty, I'd need to roll a 21 to make it with a total bonus of -7. This would give her roughly a 75% chance to fail so bad she falls to the ground instead of just making no progress. Granted, in those kind of conditions Kahel would never try to fly unless she absolutely had to.
Or you get entangled, have a penalty on your Fly check due to that, and failing by 5 or more causes you to fall to the ground because you have winged flight.
None of these apply though if you aren't using winged flight except for severe wind. But they are common events that can happen if you are flying via wings. And only winged flight has the whole "Fail so badly you plummet to the ground" on EVERY fly check.
Thus winged flight is actually at more of a disadvantage. You get it at later levels, have fewer ranks in Fly as a result, and overall have more hazards while flying.
OilHorse
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Why is your chain shirt not mithril?
For a minor investment of 800 gp you can get an Ioun Stone that gives a +2 <typed> bonus to the skill of your choice (changeable 1/day).
That, without even trying, has added +4 to your Fly modifier, for less than the cost of your first +1 on a weapon.
So now you don't fail DC 10s anymore. Add to that that you add more than the minimum 1 point when you gain access to Fly. Heck by level 11 you can afford to have bought a headband of Int with the skill attached being Fly, thus you are now automatically maxed in ranks. Now you are making the base DCs with minimal to no rolls (11ranks+3class+3dex+2ioun). This for <6000 gp, at level 11.
You made a comment on the uncommon nature of anti-magic fields...I express the same comment on extreme wind conditions.
Don't be mistaken, magic flight is vastly superior, I am not trying to convince otherwise. I am commenting on the fact that you mentioned only a +4 Fly mod. that with any flight ability is a bad idea in combat, or situation where you need to make a check.
| Crimeo |
Conking out in an anti-magic effect isn't one of them.
Wild shape, [Su], doesn't conk out in an AMF either, and is infinite for adventuring purposes (since you adventure on an 8 hour day) as of level 6 (you also have natural spell by then). Being a strix doesn't conk out in a AMF, either. Witches fly with their hex by level 5, [Su]
Sure your GM may not allow XYZ, but that's just a house rule or restriction of books, the game itself has options for constant flight that don't conk out in AMF that developers considered balanced well before lvl 10. It is a bit inconsistent. Also, AMF is not realistic to worry about at levels below 10 anyway.
LazarX
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Quote:Conking out in an anti-magic effect isn't one of them.Wild shape, [Su], doesn't conk out in an AMF either, and is infinite for adventuring purposes (since you adventure on an 8 hour day) as of level 6 (you also have natural spell by then). Being a strix doesn't conk out in a AMF, either. Witches fly with their hex by level 5, [Su]
Sure your GM may not allow XYZ, but that's just a house rule or restriction of books, the game itself has options for constant flight that don't conk out in AMF that developers considered balanced well before lvl 10. It is a bit inconsistent. Also, AMF is not realistic to worry about at levels below 10 anyway.
Book restrictions...Like the fact that Strix are generally Kill On Sight, since they're a bunch of murderous savages? You're rather selective on how you read books since the book that introduces them also points that out as well.
| Crimeo |
Blood feud with humans would be considered an asset to many players... regardless there's a ton of non spell ways to fly way earlier than 10. 10 is so late flying in fact you may want to get another way of flying before then and may even hesitate to spend a feat on a redundant by that point ability, depending.
kinevon
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As OilHorse said, mithral for your chain shirt is not a bad idea.
In place of the Headband of Vast Intelligence, there is a variant of it that actually can, with the better versions of it, grant the ability to Fly at will, the Headband of Aerial Agility.
Headband of Aerial Agility
Price Varies; Aura moderate transmutation; CL 8th; Weight —
+2 Intelligence, Wisdom, or Charisma 4,500 gp; +4 Intelligence, Wisdom, or Charisma 42,000 gp; +6 Intelligence, Wisdom, or Charisma 81,000 gp
This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a headband of aerial agility +2 treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A headband of aerial agility +4 gains the same benefits and, on command, grants the wearer the ability to fly (as the fly spell) three times per day. A headband of aerial agility +6 functions like a +4 version, but the headband grants the ability to use fly at will.
All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence, usually granting ranks in Fly, Acrobatics, or Knowledge (planes).
CONSTRUCTION REQUIREMENTS
Cost varies
+2 Intelligence, Wisdom, or Charisma 2,250 gp; +4 Intelligence, Wisdom, or Charisma 21,000 gp; +6 Intelligence, Wisdom, or Charisma 40,500 gp
Craft Wondrous Item, Extend Spell, fly