Fly skill (movement questions)


Rules Questions


1 person marked this as FAQ candidate.
Quote:

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.

Move less than half speed and remain flying (DC 10)

Let's say your character has a fly speed of 60 ft.

A. If you move more than half your speed (35 ft - 120 ft), you don't need to make a Fly check.

B. If you want to move less than half your speed (5 ft - 25 ft), you need to make a Fly check.

1) What happens if you only want to move half your speed (30 ft)? I'm guessing it was supposed to be included in one of the above categories. Probably the latter one (B).

2) How would this work with Stealth? You need to move at half speed to make a Stealth check. Is there any funny kind of interaction between Fly and Stealth? You know, since Stealth usually defaults to a max of half speed, and Fly seems to have a default min of half speed. I guess it may somewhat depend on the answer to the first question.

3) Once you succeed on a Fly check to Hover (DC 15), can you remaining hovering each round until you start moving again? Or do you need to make a Fly check each round that you Hover?

I know there are many threads about the Fly skill, but I didn't find any of these answers in them.

Sovereign Court

reefwood wrote:
Quote:

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.

Move less than half speed and remain flying (DC 10)

Let's say your character has a fly speed of 60 ft.

A. If you move more than half your speed (35 ft - 120 ft), you don't need to make a Fly check.

B. If you want to move less than half your speed (5 ft - 25 ft), you need to make a Fly check.

1) What happens if you only want to move half your speed (30 ft)? I'm guessing it was supposed to be included in one of the above categories. Probably the latter one (B).

2) How would this work with Stealth? You need to move at half speed to make a Stealth check. Is there any funny kind of interaction between Fly and Stealth? You know, since Stealth usually defaults to a max of half speed, and Fly seems to have a default min of half speed. I guess it may somewhat depend on the answer to the first question.

3) Once you succeed on a Fly check to Hover (DC 15), can you remaining hovering each round until you start moving again? Or do you need to make a Fly check each round that you Hover?

I know there are many threads about the Fly skill, but I didn't find any of these answers in them.

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.


There's also a missing entry --- ascending at full speed. In 3.5, Perfect fliers were able to do this. For some reason, they lack this in PF which is silly. I proposed a DC 25 skill check to fly up at full speed, which sounds fair.


King of Vrock wrote:

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.

All this sounds good, but here is another question.

A creature with wings that fails a Fly check by 5 or more falls to the ground. So, if it fails by 4 or less, does it simply have to continue moving?

How about a caster using the fly spell? What happens if the caster fails by 4? Or 5? Or does the failure amount not matter because this is magic? So, the caster simply has to keep moving?


reefwood wrote:
King of Vrock wrote:

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.

All this sounds good, but here is another question.

A creature with wings that fails a Fly check by 5 or more falls to the ground. So, if it fails by 4 or less, does it simply have to continue moving?

How about a caster using the fly spell? What happens if the caster fails by 4? Or 5? Or does the failure amount not matter because this is magic? So, the caster simply has to keep moving?

You still gotta make checks and still suffer the penalties for failure.

Sovereign Court

reefwood wrote:
King of Vrock wrote:

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.

All this sounds good, but here is another question.

A creature with wings that fails a Fly check by 5 or more falls to the ground. So, if it fails by 4 or less, does it simply have to continue moving?

How about a caster using the fly spell? What happens if the caster fails by 4? Or 5? Or does the failure amount not matter because this is magic? So, the caster simply has to keep moving?

A creature using the fly spell would not plummet to the ground if they failed their Fly skill check by any number, however they would not be able to complete the action they attempted. They must however make checks to do anything on the tables or in the skill description.

--Birds of a feather Vrock together


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Razz wrote:
There's also a missing entry --- ascending at full speed. In 3.5, Perfect fliers were able to do this. For some reason, they lack this in PF which is silly. I proposed a DC 25 skill check to fly up at full speed, which sounds fair.

Creatures can already ascend at full speed, can they not? It's only those under the effect of fly spells that are restricted to ascending at half speed (only one of the spell's many quirks).


1 person marked this as FAQ candidate.

First, the skill mentions moving less than half your speed requires a check, not half speed or less. So, with a speed of 60, you have to make checks for moving 0-25 feet in a round. Failing the check means you have to move at least half your speed (that is, get to a point where you wouldn't have to make a check). If you are flying with wings and fail by 5 or more, you fall instead. The above posters gave the correct ruling, but I just wanted to make sure the OP was clear on why it was correct.

Regarding vertical movement, there are already rules for that. Ascending at an angle higher than 45 degrees requires a DC 20 check. 90 degrees (or straight up) is greater than 45 degrees, so it takes a DC 20 check. By RAW, only the check-less <45 degree ascension is at half speed, while there is no mention of speed limitation on the >45 degree ascensions with a fly check. RAI seems to indicate that it would be half speed as well, but that's not RAW.

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