Movement: Difference between revisions
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Size Tiny, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40. Yes, a Dragon can fly through a tornado a lot better than a Fairy. Size matters! However, for attempting to hover, turn, or fly upwards, all Size modifiers are reversed. A Fairy can out-turn a Dragon easily. Size matters! | Size Tiny, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40. Yes, a Dragon can fly through a tornado a lot better than a Fairy. Size matters! However, for attempting to hover, turn, or fly upwards, all Size modifiers are reversed. A Fairy can out-turn a Dragon easily. Size matters! | ||
Note that many/most of the modifiers are cumulative! A hurricane is a different environment than a thunderhead, but both are very difficult to fly through. | |||
Feats: If you have the [[Acrobatics]] skill, you get a +2 bonus on Fly skill checks. If you have 10 or more ranks in that skill, the bonus from the Acrobatics skill increases by +4 for each full ten ranks you have. IE, +6 for ten ranks, +14 for twenty, and +18 for thirty. | |||
Note that many/most of the modifiers are cumulative! A hurricane is a different environment than a thunderhead, but both are very difficult to fly through. GM's adjudicate all modifiers and conditions. Note that a violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution. | |||
| Failure = [[Types_of_Movement#Falling | Falling]] | | Failure = [[Types_of_Movement#Falling | Falling]] |
Revision as of 21:50, 16 July 2016
- Ability Score Used: Strength
- Usable Untrained? Yes
- Armor Check Penalty Applies? Yes
You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and forcing your way into and through the spaces occupied by other creatures. "Movement" is a powerful, large-scale, athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar. Having the Movement skill does allow you to swim with a skill check, but it does NOT allow you to fly in normal gravity and atmosphere conditions. Movement does not give you either a Swim move score or a Fly move score.
You are able to perform skillful maneuvers and fly competently, remaining oriented, able to fight, and airborne
Avoid Falling After Being AttackedYou are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check(modified by conditions, see below) to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement. Avoid Falling After CollisionIf you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check(modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage. Negate Falling DamageIf you are falling and have the ability to fly, you can make a DC 10 Fly check(modified by conditions, see below) to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check. | |||||||||||||
Action Required: |
Part of a Move action, or, as an immediate reaction. | ||||||||||||
DC of Check: |
Table: Flying Maneuver DCs
You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below. | ||||||||||||
Modifiers to Check |
Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.
Feats: If you have the Acrobatics skill, you get a +2 bonus on Fly skill checks. If you have 10 or more ranks in that skill, the bonus from the Acrobatics skill increases by +4 for each full ten ranks you have. IE, +6 for ten ranks, +14 for twenty, and +18 for thirty.
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Take 10? / Take 20? |
{{{Take10-Take20}}} | ||||||||||||
Allows Assists? |
{{{Assist}}} | ||||||||||||
Results of Success |
{{{Success}}} | ||||||||||||
Consequences of Failure | |||||||||||||
Retry Allowed? |
Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage. | ||||||||||||
Provokes AOO? |
No, although the move action itself will often provoke. |
Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |
Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |