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Pathfinder Adventure Card Game

How Do I Fly (PFRPG) PDF

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The Pathfinder Roleplaying Game thrives on its ability to offer rules for any situation. Some of these rules are clear and simple... others aren’t. And airborne combat falls into that second category.

This article collects and explains all the rules for flying, and yes, that's all.

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An review of the revised edition


This installment of the series that explains the more problematic concepts of PFRPG clocks in at 13 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of SRD, leaving us with 8 pages of content. The printer-friendly version comes with a different layout and manages to cram the relevant information on 4 pages.

All right, flight. So, one of the strengths of PFRPG’s rules, at least in my opinion, would be that the rules are organized in a very clever and sensible manner, at least compared to many other games. I never realized how good the organization actually was until I started designing for other systems as well and noticed how obscure the organization of certain rule-books is.

Anyways, if there is one aspect where PFRPG’s rules really suck and are incredibly annoying and opaque, then that would be frickin’ flight. The pdf first explains, very newbie-friendly, that e.g. the Fly skill doesn’t let you fly and just measures your competence. It also introduces the importance of size and maneuverability.

This out of the way, there is the issue of 3D space – hence the height of a 3D-5-foot-square is defined as 7.5 feet. After this, we take a look at the basic differences and advantages of flight over landbound movement. EDIT: Here, I was originally being a know-it-all prick; the pdf has since clarified a potentially confusing statement, which made me delete this section. The pdf has been corrected.

Anyhow, next we take a look at the uses of Fly that do NOT require a skill-check, then list those options that do require one. After this, we take a look at special considerations for magical flight and winged flight – the basics, mind you. A handy table sums up the modifiers for flying in bad weather (and explains the concepts of checked and blown away), and finally, the pdf sums up common uses of flight in combat.


Editing and formatting are good, though I noticed a few typos. Layout adheres to a two-column, full-color landscape-standard for the tablet-optimized screen-use version. The version for the printer sports a printer-friendly 2-column b/w-standard. The pdf have no interior art, but need none. EDIT: The revised versions now sport proper bookmarks - KUDOS!

I love flying combat. In fact, I only recently had an utterly overpowered omnimental hunt my alchemist and his oracle cohort piloting a vril-powered gyrocopter through a city in the throes of all out magical warfare. I love 3D-combat and the cool tricks it lets you do…however, the organization of flight in PFRPG is less than ideal…and this pdf provides a relatively handy primer on personal flight. It only covers personal flight, but hey – it’s PWYW and for a novice, this little files is certainly helpful, if not exhaustive.

That being said, if you want a truly breathtaking book on assisted flight, do check out the legendary Companions of the Firmament – it is a must-have for all campaigns using flying mounts.

Öh…forgot the rating, right? Michael McCarthy’s file is certainly helpful for players new to the concept of flight. I consider it worth downloading and leaving a tip for. It’s helpful, PWYW, and the complaints have been taken care of - hence, the revised version is updated to 5 stars.

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