BigNorseWolf |
Fly: You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
In a normal campaign the fighter can ask his buddy the wizard for a fly spell every day. Can pathfinders do this, or do they not get thrown out of buildings, windows, mountains and flying mounts often enough to pick it up?
BretI Venture-Lieutenant, Minnesota—Minneapolis |
Belafon |
The Glider (500 GP, pg. 187 of Ultimate Combat) can use Fly skill to pilot it. In theory, you should be able to train Fly skill if you buy one of these.
I don't know of a cheaper way.
Unfortunately the glider is not "a spell or other magical manner." In a home game I'd probably OK it but it won't work in PFS.
Having said that, the cheapest daily means from the CRB is Winged Boots. Anyone got a cheaper alternative?
BretI Venture-Lieutenant, Minnesota—Minneapolis |
BretI wrote:The Glider (500 GP, pg. 187 of Ultimate Combat) can use Fly skill to pilot it. In theory, you should be able to train Fly skill if you buy one of these.
I don't know of a cheaper way.
Unfortunately the glider is not "a spell or other magical manner." In a home game I'd probably OK it but it won't work in PFS.
Looks like the wording may have changed.
You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).
It now says spell or special ability in my PDF. A vehicle should qualify as a special ability.
The above quote is for Sixth printing, July 2013.
Nefreet |
3 people marked this as a favorite. |
I was about to post a quote from the Additional Resources saying that vehicles are not legal for purchase, but I no longer find that language.
Was it removed?
The Glider is found in Chapter 4, not 5, and it's a vehicle, not a siege engine, so it appears legal for purchase. I just remember a past discussion about it not being so.
But, as for the OP, this is why almost all of my characters get a Headband (or Ioun Stone) of Intelligence with Fly as the first associated skill.
Auke Teeninga Regional Venture-Coordinator, Baltic |
Tabletop Giant |
The Glider is found in Chapter 4, not 5, and it's a vehicle, not a siege engine, so it appears legal for purchase. I just remember a past discussion about it not being so.
It's also not in the Archives of Nethys - obviously this doesn't establish anything (final word is the AR), but it is curious.
My gut tells me it is not intended to be legal but then again - I have no idea.
Edit - side topic: it amuses me that Paizo is the #1 link when googling the term 'Additional Resources'. No other organization uses that term more :)
Editx2: Here's the Additional Resources in 2012, using ye ol' Internet Archive. Looks like chapter 4 of Ultimate Combat has always been good to go.
EricMcG |
"Drow of the Darklands Pyramid" gives an opportunity to fly reliably every day. I would have no problem with allowing ranks in Fly to any character with that chronicle.
Flying Carpet, Winged Boots or Celestial Armour meet the requirement, I guess the question is why do you want to spend your precious SP on Fly? I would hope it is more than envy of the Wizard who never again touches the ground after getting Overland Flight.
Nefreet |
I guess the question is why do you want to spend your precious SP on Fly?
There are usually two trains on thought when it comes to Fly: GMs that enforce the Fly rules, and GMs that don't.
It actually becomes a problem at Cons, IME. People may have played their entire careers with GMs that never enforced the rules while drinking their potions of Fly with an Armor Check Penalty of −6 (canceling out the bonus from the potion).
I'll always remember my interaction with the player of a 7th level Paladin who looked me dead in the eyes and asked, "Are you serious? Nobody does that."
Since I enforce the Fly rules, I make sure my flying characters have a +19 bonus ASAP. That way I'm safe no matter which GM I sit down with.
BigNorseWolf |
EricMcG wrote:I guess the question is why do you want to spend your precious SP on Fly?There are usually two trains on thought when it comes to Fly: GMs that enforce the Fly rules, and GMs that don't.
there's also the ambiguity of the "as much concentration as walking" line vs some of the fly rules for 5 foot stepping and the like. I'll reach for the rulebook or reach for the asprin but not both at the same time! :)
BretI Venture-Lieutenant, Minnesota—Minneapolis |
There are also lower level spells like Air Step where what you can do with it depends on the number of ranks you have in fly. It is not defined if having access to this spell counts for learning the skill, and clerics don't get Glide or Fly on their regular spell list.
Avatar-1 |
I've always found that a really strange rule.
If the pathfinder is going to invest ranks in Fly skill that aren't going to be put somewhere else, if they never end up using them because they have no means of reliable flight, who cares? If they never end up flying, their fly bonus is effectively zero.
If they do drink a potion of fly, then that's how they learned to fly!
Wiem Weems Finyik |
Be a Tengu with the various gliding/wings traits? It's the cheapest in cost, but then you have to be a Tengu. Which isn't good or bad, just is.
Sylph has an archetype that allows it. Grippli can take glide as an alternate racial straight, which specifically allows fly skill. 'Tis how I made my HALO jumper.
Both of these require boons for PFS of course.
Other archetypes probably exist (warpriest? medium?), but I haven't looked.
Auke Teeninga Regional Venture-Coordinator, Baltic |
trollbill Venture-Lieutenant, Florida—Melbourne |
EricMcG wrote:I guess the question is why do you want to spend your precious SP on Fly?There are usually two trains on thought when it comes to Fly: GMs that enforce the Fly rules, and GMs that don't.
It actually becomes a problem at Cons, IME. People may have played their entire careers with GMs that never enforced the rules while drinking their potions of Fly with an Armor Check Penalty of −6 (canceling out the bonus from the potion).
I'll always remember my interaction with the player of a 7th level Paladin who looked me dead in the eyes and asked, "Are you serious? Nobody does that."
Since I enforce the Fly rules, I make sure my flying characters have a +19 bonus ASAP. That way I'm safe no matter which GM I sit down with.
Ditto, though I find +14 to usually be sufficient as Hover is the maneuver I want to do the vast majority of the time.
trollbill Venture-Lieutenant, Florida—Melbourne |