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Movement Skills
Fly
Adding some extra options for flying movement, to allow faster movement when descending.
Flying maneuver | Fly DC |
---|---|
Move less than half speed and remain flying | 10 |
Hover | 15 |
Turn greater than 45° by spending 5 feet of movement | 15 |
Turn 180° by spending 10 feet of movement | 20 |
Fly up at a greater than 45° angle | 20 |
Make a triple move when plummeting | 20 |
Make a quadruple move when plummeting | 30 |
Make a triple move when descending | 30 |
Make a triple move on level flight | 40* |
Make a quadruple move when descending | 40* |
* If this is attempted two rounds in a row, difficulty increases by +5 each round and become fatigued if fail.
Descending means descending at more than a 45° angle. The following round, it is DC 10 to move less than full speed, DC 20 to move less than half speed and DC 30 to hover.
Plummeting means descending directly down, no more than 5' horizontal movement per 30' of vertical movement. The following round, it is DC 10 to move less than a double move, DC 20 to move less than full speed, DC 30 for less than half speed and DC 40 to hover. Add +10 to the DC if movement is not a descent.
If you hit the ground because you were unable to pull out of a triple or quadruple speed descent or plummet, then you cannot make a fly check to negate the damage.
If you fail to plummet or descend at a faster rate, then you move at the maximum speed that your fly check allowed. You cannot use flyby attack when moving at triple or quadruple speed, but you can charge.
Example
An Old White Dragon has a fly speed of 200ft with a Fly skill of +12. It is 800ft above its prey, and decides to plummet directly down to it. It makes a DC 20 plummet check, so drops 600ft, leaving it 200ft up.
The following round, it tries to pull up. To come to a stop on the ground is a single move of 200ft, which is less than a double move so requires a DC 10 fly check (which it will make automatically).