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Movement Skills
Fly
Adding some extra options for flying movement, to allow faster movement when descending.
Falling Speed
A falling creature moves vertically downwards at a speed of 600ft in the first round, and 2,000ft in subsequent rounds.
Once you begin falling, it's a Fly DC 10 check to recover, but you are considered to have been plummeting the previous round.
Vertical Movement
When flying, for every 5ft you descend you can move 5ft horizontally for free. If you have a fly speed of 30ft, then you can perform a controlled descent of up to 60ft/round, and move horizontally as much as 60ft as well.
For every 5ft you ascend, you must also move 5ft horizontally. This costs 10ft of movement.
If you want to avoid the 5ft of horizontal movement when ascending, you must make a Fly check DC 20, but it still costs you 10ft of movement. You only make one check per round, at the point you first want to avoid the horizontal movement. If you fail by 5 or more, you fall 600ft if it's in your first move action, or 300ft if it's part of your second move action.
Skill Checks
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).
If the dragon moved