So, I'm wondering if I could get some help. I'm scouring the pathfinder database, and I just wanted to be sure I'm not missing something.
So my GM is starting up a Skull and Shackles campaign. I have this idea I want for a character that is a flying Peter-Pan type (or will get there eventually). A swashbuckler character that can just fly around at will. I dunno, something has just struck my fancy about being able to fly alongside a ship at sea, flying up to the mast to see how people are doing on a clear day, and then down to the captain . . . I just like the idea.
Now plenty of characters can get limited flying per day, but that's using a spell slot or mostly just for minutes a day. So can anyone help me get a long-term fly speed?
I should mention that yes, I could be a druid and shape-shift into a bird, and yes, I have thought about that. But . . . I dunno. I like the idea of being human(oid) and doing it. I know I'm being a little redundant and anal . . . just think of it like I don't like shape-shifting and loosing all my gear and armor if you think I'm being too persnickety.
The trick? GM is not allowing non-core rulebook races. It makes sense, I've seen him burned by weird shenanigans on things like native outsiders vs. humanoids before, so I think he wants to tone down on that, especially considering the age of the AP and the wealth of new material. Anyway, all this means I can't be a sylph and just take the wings of air feat.
So, other ways to get a long-term fly speed, (longer than min/level) Anyone else know of any that I missed?
Air kineticist (level 6) While the most obvious answer, 1) I've already played an Air Kineticist, and 2) Party composition doesn't need a Kineticist.
Wizard (level 9)/Shaman (9)/Witch (9) Or Archanist/Sorcerer (10) Overland Flight lasts a long time.
Magus/Investigator/Alchemist/Occultist/Spiritualist (13) Overland Flight again.
Elemental Air Sorcerer (15) That is PRETTY late-game, considering I've heard this AP ends at, like level 16. Could bring it down to level 10 if I found that REDONCULUSLY expensive robe.
Sorcerer/Bloodrager 5, Dragon Disciple 9 (14) See above.
Summoner (unchained) 10 Use Aspect to pick up your own pair of wings.
Any other LONG TERM flying fixes I missed?
|Cult of Vorg|
A flying mount can generally do better than min/level. There are a lot of options here, from druids to cavaliers to sylvan sorcerers, and a dozen or so more besides.
Air walk lasts 10 min/level and is available to many classes, notably a cleric or druid of 7th level or higher, or 8th+ as an oracle. Invested regent monks can get it at 10th level without being any kind of spellcaster.
Shapechanger bloodline sorcerers get this ability
At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.
Apply it to whatever polymorph spell you like best.
Halfling Fighter with the Eldritch Guardian Archetype gives you a Familiar. Some Familiars can Fly. If your Familiar has the Mauler Archetype, it grows to Size Medium by like level 3. Your Size Small Halfling can Ride a Size Medium creature--your Familiar--and fly in Combat.
There are many other super-awesome things you can do with this Familiar.