Why was Tailwind designed to not work with fly speed?


Pathfinder Second Edition General Discussion


There was an errata that changed ancestry flying feats to no longer work with effects that boost your ground speed. It feels weird though that a spell that creates a tailwind, that is a term that specifically is used to talk about winds that boost the speed of aircrafts irl, doesn’t work when a flying ancestry tries to fly.

Is there a chance this could be tweaked so a heightened version of tailwind works on flying PCs?


4 people marked this as a favorite.

I assume this is mostly to limit the power of these ancestry feats (which are very powerful either way) and not meant as a nerf to Tailwind.

And if you think about the name "Tailwind" mostly being a way to un-OGL the old Longstrider, the spell not affecting fly speed makes perfectly sense.


Bombdude wrote:
It feels weird though that a spell that creates a tailwind, that is a term that specifically is used to talk about winds that boost the speed of aircrafts irl

Your entire argument is based on the name of the spell. "But IRL" isn't a very convincing argument.

Maybe use The First Rule and rename the spell back to Longstrider like it used to be before the Remaster.


2 people marked this as a favorite.

The devlopers are very cautious with alternate move speeds as they can easily become disruptive. There's also concerns about Monsters using spells - I really don't want to have to fight a dragon that can use a tailwind-enhanced fly speed while hasted, for example.


1 person marked this as a favorite.

Yeah, the main issue is that is unbalancing from a games mechanic perspective to have someone (NPC or PC) to be hasted with tailwind with flight (if tailwind affected fly speed).

Especially against an enemy that can't fly.

I can understand your annoyance, because the term "tailwind" is used often to refer to flying things, but to that end I would rather see the name changed to something else (can't use Longstrider which was the original name due to OGL issue) but we could just be silly and call it "Big Step". Then there is no disharmony behind the name and why the spell works the way it does.

But yeah, very few affects (I think) will improve fly speeds.

Sovereign Court

It looks like they mostly lowered the level at which you gain permanent flight from ancestry feats, but capped the amount of speed you can get from them.

The best way I see to boost that is as a swashbuckler, since your speed bonus applies to all your speed (which is pretty rare, AND swashbuckler gets a pretty big speed boost).


I was going to say Monk as well, but Swashbucklers get a much bigger bonus to their speed, which I hadn't previously realized.


Claxon wrote:
I was going to say Monk as well, but Swashbucklers get a much bigger bonus to their speed, which I hadn't previously realized.

A Monk only gets the bonus to their land speed. Whenever the rules say Speed without specifying, only land speed is affected. The Swashbuckler's Stylish Combatant is unusual in that it refers to speeds (plural), possibly to support daring climbs or dramatic dives into the water. They aren't any faster than monks on land, though (In fact they're slower without panache).

Verdant Wheel

Bombdude wrote:
Is there a chance this could be tweaked so a heightened version of tailwind works on flying PCs?

You could homebrew this.

I'd say +3 rank sounds fair?


2 people marked this as a favorite.

Tailwind is powerful enough that many people consider a Wand of Tailwind to be a default part of a loadout, so any expansion of it should be limited. I would nerf the duration to 10 minutes for alternative speeds.


1 person marked this as a favorite.
Agonarchy wrote:
Tailwind is powerful enough that many people consider a Wand of Tailwind to be a default part of a loadout, so any expansion of it should be limited. I would nerf the duration to 10 minutes for alternative speeds.

Yeah, it's very common for a character to spend a single general feat on Trick Magic item and invest in having a trained skill in Arcane or Nature in order to be able to activate a wand, with it having a 1 hr duration its on the verge of too good.


1 person marked this as a favorite.
Claxon wrote:
Agonarchy wrote:
Tailwind is powerful enough that many people consider a Wand of Tailwind to be a default part of a loadout, so any expansion of it should be limited. I would nerf the duration to 10 minutes for alternative speeds.
Yeah, it's very common for a character to spend a single general feat on Trick Magic item and invest in having a trained skill in Arcane or Nature in order to be able to activate a wand, with it having a 1 hr duration its on the verge of too good.

Doesn't even need a General Feat. As it has both the General and Skill traits, you can spend a Skill Feat to acquire Trick Magic Item.


That's right, I forgot about that. Makes it even easier to pick up.

I think I spend a general feat early on, and retrain later on a lot of builds and that's why I was thinking of the general feat initially.


I don't know if I'll use this errata. Didn't even know it happened. Doesn't seem to add much fun to the game. Plenty of high level creatures have the means to deal with fliers whether flying themselves, spells, ranged attacks, and the like.


Where is the errata in question, by the way? I don't recall such a thing.


Squark wrote:
Where is the errata in question, by the way? I don't recall such a thing.

The only thing I can think of that would be considered errata for this is that some ancestries used to have a Fly speed based on their land speed - such as Kobold: Hatchling Flight and Wyrmling Flight. So increasing their land speed would also indirectly increase their fly speed.


Finoan wrote:
Squark wrote:
Where is the errata in question, by the way? I don't recall such a thing.
The only thing I can think of that would be considered errata for this is that some ancestries used to have a Fly speed based on their land speed - such as Kobold: Hatchling Flight and Wyrmling Flight. So increasing their land speed would also indirectly increase their fly speed.

Correct, it was a remaster change to the ancestry flight feats, not something from an errata.

(Unless you consider the remaster a big errata.)


Does anyone know what the OP is talking about?

I can't find an errata to tailwind, nor any errata altering flight


Squiggit wrote:

Does anyone know what the OP is talking about?

I can't find an errata to tailwind, nor any errata altering flight

Again, it was not strictly part of a general errata.

It's apparently a design change in the remaster. Some remastered ancestral fly speed options have a fixed fly speed. Like the Dragonblood's True Dragon's Flight, which gives you a fixed fly speed of 20 ft.

Others like the wings feat of the Nephilim give you a fly speed based on your land speed, which can be increased by casting Tailwind.

It's also noteworthy that some fly speeds granted by ancestry feats have been adjusted accordingly. Strix for example have a fixed fly speed now as per the Spring 2024 Remaster Compatibility errata to the ancestry guide, but used to have a fly speed based on their land speed. Similar things happened to some other ancestries, I think including Sprites and Kobolds. But I'm too lazy to check all of them.

Bombdude's question is basically why Tailwind doesn't affect a fly speed that isn't based on your land speed.

Sovereign Court

I think the errata is pretty reasonable.

Legacy:
Tengu Soaring flight is a level 9 feat that gives you 5m of fly speed of 20/your land speed per day. At level 17, you can take another feat to have it all day.

Remaster:
At level 5 you can get a 1-round fly speed every round, but you must make sure to land safely each round. At level 9, you don't need to land anymore. But the speed is limited to 20.

And in both cases, you can compare that to the Fly spell which gives you a fly speed of 20. Legacy also had the Air Walk spell which used your land speed, but has been removed.

Winged armor runes give you a speed of 25 or your land speed, whichever is slower.

---

So, tying it together: a lot of different sources of fly speeds have all been adjusted to be (1) more or less the same, (2) usually slower than land speed.


1 person marked this as a favorite.
Ascalaphus wrote:
And in both cases, you can compare that to the Fly spell which gives you a fly speed of 20. Legacy also had the Air Walk spell which used your land speed, but has been removed.

Fly gives you 20 or your speed, whichever is greater.


2 people marked this as a favorite.

Generally speaking, I think more limited fly speeds that can't be boosted much are better for the game.


1 person marked this as a favorite.

Overall, fast flight should take a significant investment, short or long-term. A battle form that grants you a great fly speed but locks you into its limitations works well. A mutagen that granted you speedy flight but made you clumsy or sickened based on usage would be good, too. Burrowing is another one that needs special care.


1 person marked this as a favorite.
Agonarchy wrote:
Overall, fast flight should take a significant investment, short or long-term. A battle form that grants you a great fly speed but locks you into its limitations works well. A mutagen that granted you speedy flight but made you clumsy or sickened based on usage would be good, too. Burrowing is another one that needs special care.

Yeah, there are ways to balance fast fly speeds, but it needs draw backs to do so.

Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Why was Tailwind designed to not work with fly speed? All Messageboards

Want to post a reply? Sign in.