Can someone help me with this build idea (Skull and Shackles)


Advice

Scarab Sages

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?


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Druid with shapeshift?
Item mastery?


Synthesist Summoner like Iron Man?

Scarab Sages

Bob Genghis wrote:
Synthesist Summoner like Iron Man?

Pretty sure EVERYONE Has banned that archetype.

Grand Lodge

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Bob Genghis wrote:
Synthesist Summoner like Iron Man?

The OP mentioned the GM's been burned by PC shenanigans... A Synthetist suummoner will make him kick you out of the group.

Alchemists can get Wings via Discovery, at 6th lvl.


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Human with ye olde Racial Heritage to pick up those sylph feats..
I think a Metamorph alchemist could be spending most of the day as a gargoyle by 5th level. More of a monstrous Pan than a Peter though..
If 3rd party is allowed, Elocator is online at 6th.


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Racial Heritage

Tengu Wings
Wings of Air
Angel Wings


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

Mutable Flesh (Su): wrote:
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.

Scarab Sages

Thunderlord wrote:

Racial Heritage

Tengu Wings
Wings of Air
Angel Wings

Go in that he’s disallowing other races, I’m guessing he’s disallowing racial heritage.


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.


The new shifter actually can do this. The lycanthrope archetype can change into a hybrid form at level 4. That lets you keep all your hands and armor and such. Take it with a flying animal and you're set.

You're humanoid and flying for hours/level at level 4.

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