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Dataphiles

Nefreet wrote:

Acrobatics is the skill you use for flight:

Acrobatics wrote:

Fly

The basic rules for flight and how to move while flying are found on page 259. Generally, you need to attempt an Acrobatics check while flying only if you attempt a difficult maneuver or are in dangerous wind conditions. Usually, these checks are attempted as part of a move action while flying. You receive a bonus or penalty to Acrobatics checks to fly depending on your maneuverability: a –8 penalty for clumsy maneuverability, no bonus for average maneuverability, or a +8 bonus for perfect maneuverability.

The following situations require Acrobatics checks and have consequences for failure. The DCs for such checks are based on the current wind and air conditions and other factors determined by the GM. You can’t take 20 on Acrobatics checks to fly.

It then covers a bunch of maneuvers in flight, but usually the one most people are concerned with is Hover:

Quote:
Safe flight typically requires momentum. If you wish to stay in place, or hover, while flying, you must attempt an Acrobatics check as a move action. If you fail, you fall. If you have clumsy maneuverability, you can’t hover at all. If you have average maneuverability and at least 5 ranks in Acrobatics or if you have perfect maneuverability, you can hover automatically without attempting a check; this does not require a move action.

GM here, this is the part that confuses me

"You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check,"

Reading this as written, separate of what comes after the comma, implies to me that in order to turn during flight there is a necessary acrobatics check. Is this correct or incorrect?



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The title really says it all. I like to keep my sheets in a 3-ring binder and I am not going to turn the binder sideways just because someone made the poor decision to design the character sheets in the landscape orientation. This is a plea for either an official fix or a fan-made sheet.


I will be joining a Pathfinder game with a few friends of mine, and will be playing an alchemist. I will of course take the infusion discovery as well as make most of the party's potions. Thing is I would like to mess with everyone a little bit. That's to say that -- with the GM already having given permission -- I will add a secondary detrimental effect to every potion or extract I make that someone else consumes (the flavor being that they are formulated to my half-orc physiology). That being said I'm trying to put together a list of 100 effects to roll a percentile for, and would like community input as to what they should be.

NOTE: None of these will have stat effects attached to them, they are purely flavor, such as temporarily changing skin or hair color, or temporarily gaining a roosters waddle or other goofy things.

Thanks in advance!


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I recently managed to join a second campaign. I GM one and play in one, so another chance to play was exciting for me, and I ran into an issue of what character to play. I've thought of so many different characters and back stories and such and I haven't had a chance to play them all yet. I ended up choosing my character Illarion Sinderion, the Half-Drow (Half-Elf with the alt traits and Half-Drow Paragon feat) Vanguard Slayer.

I'm going to post some details on him and other characters in a bit (I'm typing on my phone right now), but I wanted to know if anyone else had some cool character concepts that they really want to play and just haven't yet. It could be a great opportunity to let those unplayed characters see the light of day and be discussed. Even discuss current campaign characters if so inclined.

On a side note I hope this is the correct message board for this topic, if not then I would like to apologize to the mods.