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How do you challenge a flying PC?
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<blockquote data-quote="Squire James" data-source="post: 264667" data-attributes="member: 548"><p>Mostly, just run your encounters as normal. If the encounter has no reasonable way of harming the half-celestial, reduce its EL by 1. If it isn't a challenge, it isn't worth as many XP. I feel the same way about flying invisible mages (I'd knock off 2 for that!), so it isn't anything against half-celestials in particular.</p><p></p><p>This probably doesn't matter, but the Monster Manual clearly states that a creature cannot fly with more than a medium load. I would probably extend that enough to say heavy armor can stop one from flying too. As I said, it probably doesn't matter, because most winged folks tend to go the high-Dex low-armor route anyway. Only a strong flier can carry another person and still fly.</p><p></p><p>"Confined spaces" occur annoyingly often. A human-sized avian has a wingspan of about 15-20 feet (reasonable to assume a half-celestial would have the same), and anything less than that is a "confined space".</p><p></p><p>Some enemies can jump. A few can jump really high. If your half-celestial thinks hovering 20-30 feet above a Dire Tiger is safe, demonstrate the errors of his ways! Think "huge tiger standing on his hind legs" (35' long remember), add in his 10' reach, then consider his +11 Jump skill. Up to 50' is probably within reason! Then brush up on those grapple rules... because that's what just about any animal (and many more intelligent foes) is gonna be thinking of!</p><p></p><p>Flying foes going after the flying PC is normal behavior. After all, they'd want to deal with the guy who's negating THEIR flight advantage, wouldn't they? Obviously, things like wizards throwing Fireballs may adjust their targeting priorities somewhat.</p></blockquote><p></p>
[QUOTE="Squire James, post: 264667, member: 548"] Mostly, just run your encounters as normal. If the encounter has no reasonable way of harming the half-celestial, reduce its EL by 1. If it isn't a challenge, it isn't worth as many XP. I feel the same way about flying invisible mages (I'd knock off 2 for that!), so it isn't anything against half-celestials in particular. This probably doesn't matter, but the Monster Manual clearly states that a creature cannot fly with more than a medium load. I would probably extend that enough to say heavy armor can stop one from flying too. As I said, it probably doesn't matter, because most winged folks tend to go the high-Dex low-armor route anyway. Only a strong flier can carry another person and still fly. "Confined spaces" occur annoyingly often. A human-sized avian has a wingspan of about 15-20 feet (reasonable to assume a half-celestial would have the same), and anything less than that is a "confined space". Some enemies can jump. A few can jump really high. If your half-celestial thinks hovering 20-30 feet above a Dire Tiger is safe, demonstrate the errors of his ways! Think "huge tiger standing on his hind legs" (35' long remember), add in his 10' reach, then consider his +11 Jump skill. Up to 50' is probably within reason! Then brush up on those grapple rules... because that's what just about any animal (and many more intelligent foes) is gonna be thinking of! Flying foes going after the flying PC is normal behavior. After all, they'd want to deal with the guy who's negating THEIR flight advantage, wouldn't they? Obviously, things like wizards throwing Fireballs may adjust their targeting priorities somewhat. [/QUOTE]
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