Failed Fly check to hover, what happens?


Rules Questions


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As the title says, what happens?

I am pretty sure you would fall, but I can't seem to find the RAW.
I can see that you would normally only fall when you fail a Fly check by 5 or more. But that doesn't make any sense when you are trying to hover and fail by, say, 2. You can't hover, but you don't fall either...


You fall up. :-)

No, I'd think that you'd be forced to move >= 1/2 your speed, which is the minimum you need to move to avoid making a Fly check, and not do anything else that would require you to voluntarily make a Fly check.


Pathfinder PRD - Fly Skill wrote:
Try Again: 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 (see Environment).

So I think the result is that if you fail by 5 or more, you plummet to the ground. But what happens if you fail by 4 or less is completely unclear. [HOUSE RULE ALERT]Personally, I think I'd invoke a piece of the "attacked while flying" section and say that if you fail your hover check by 4 or less, you lose 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.[/HOUSE RULE]

I'm not certain that it is completely clear, but with most other skill checks, you make them to determine success or failure, so if you failed the hover check, I would not then let the player decide to move instead of hovering.

Since the fly check to hover is a DC 15, it's a fairly easy one for most flying beasts to make if they have a decent maneuverability and aren't huge. Then again, huge creatures with poor maneuverability (dragons and the like) generally have lots of skill points to sink into the Fly skill, since they're often CR 14 or higher monsters.


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As the only indication is that you fall to the ground if you fail by 5 or more with wings, nothing happens. I understand that it means that using magic to fly allows to hover at will, I don’t imagine ghosts unable to hover for example.

By the way, you only do this check at the end of your turn if you didn’t moved at all.


A really ungraceful face plant. :-)

Grand Lodge

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勝20100 wrote:

As the only indication is that you fall to the ground if you fail by 5 or more with wings, nothing happens. I understand that it means that using magic to fly allows to hover at will, I don’t imagine ghosts unable to hover for example.

By the way, you only do this check at the end of your turn if you didn’t moved at all.

If you fail a Fly check to hover you MUST move at least half your speed. If you can't make that move, you fall.


LazarX wrote:
勝20100 wrote:

As the only indication is that you fall to the ground if you fail by 5 or more with wings, nothing happens. I understand that it means that using magic to fly allows to hover at will, I don’t imagine ghosts unable to hover for example.

By the way, you only do this check at the end of your turn if you didn’t moved at all.

If you fail a Fly check to hover you MUST move at least half your speed. If you can't make that move, you fall.

I want to make sure I understand the implications of this correctly. So you would let a player who has taken form of the dragon I, for example, make their hover check at the start of their turn and then decide if they are going to full attack the guy 10 feet in front of them by 5 foot stepping in, or go after another guy 40 feet away since "they feel like they won't be able to hover this 6 seconds"...?

I guess I don't see it the same way. In my mind, you take your actions and the check is a result of those action, which if failed, has consequences. I think this is consistent with the way most skill checks are handled, though there may be exceptions/outliers...

Am I understanding the implications of your quote correctly LazarX? If so, why would you do it that way? I'm currently playing a Dragon Disciple in an RotRL campaign and have been playing it that the check is a result of the action for a while now. I wouldn't mind being convinced otherwise, as it would help my character, but at this point, I don't believe that to be the most accurate interpretation of the rules. Convince me. =)


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LazarX is correct. If you wanted to "5 ft step" in and full attack, you would have to roll the fly check before doing so, to see if you can actually keep aloft to do so.

Ditto for if you're already in melee reach and simply want to full attack. You would make the Fly check first to see if your character is actually capable of hovering there to do so.

Needing to move forward a certain distance *is* a consequence, and if you are unable/unwilling to, you fall anyway.

Put another way:
If you made no fly check at all to try and hover, you would have to move the min. forward speed.
If you attempt to hover and succeed, you hover.
If you attempt to hover and fail, it's the same as not having tried to hover at all. Thus, you move forward or fall.

It's an optional check. You do not need to hover in order to fly. The penalty for failing it is...having to fly the normal way.


I strongly disagree.
There is no mention in the fly skill that you have to do the hover or moved less than half check at the beginning of your turn.
It is written that “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.” If you add the text “Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.”, it becomes clear that the check for hover/moving less than half are done at the end of the round in reaction to not having moved a distance greater than half its speed.


勝20100 wrote:

I strongly disagree.

There is no mention in the fly skill that you have to do the hover or moved less than half check at the beginning of your turn.
It is written that “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.” If you add the text “Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.”, it becomes clear that the check for hover/moving less than half are done at the end of the round in reaction to not having moved a distance greater than half its speed.

Then what's the consequence to failing the check to hover? You can't fail a check then proceed to do exactly what it is you failed the check to see if you could do it.

You have to succeed at a hover check in order to not move while flying. If you don't succeed at the check, you do not get avoid moving.

Dark Archive

StreamOfTheSky wrote:

LazarX is correct. If you wanted to "5 ft step" in and full attack, you would have to roll the fly check before doing so, to see if you can actually keep aloft to do so.

Ditto for if you're already in melee reach and simply want to full attack. You would make the Fly check first to see if your character is actually capable of hovering there to do so.

Needing to move forward a certain distance *is* a consequence, and if you are unable/unwilling to, you fall anyway.

Put another way:
If you made no fly check at all to try and hover, you would have to move the min. forward speed.
If you attempt to hover and succeed, you hover.
If you attempt to hover and fail, it's the same as not having tried to hover at all. Thus, you move forward or fall.

It's an optional check. You do not need to hover in order to fly. The penalty for failing it is...having to fly the normal way.

I second this ruling, it's straightforward and makes sense.

Sczarni

Fly skill should be explained in a clearer way, but what StreamOfTheSky said stands and I also believe that's how it works.

Adam


勝20100 wrote:

I strongly disagree.

There is no mention in the fly skill that you have to do the hover or moved less than half check at the beginning of your turn.
It is written that “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.” If you add the text “Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.”, it becomes clear that the check for hover/moving less than half are done at the end of the round in reaction to not having moved a distance greater than half its speed.

This might also be a valid interpretation. However, in this case, failing the check (even by less than five) means you cannot "remain flying" and thus you would fall.

I think:
To not fall at the end of a round, you have to either
- Have made a successful hover check some time during your round or
- Moved half your speed.

The hover check can be made at any time, and has different pro's and cons.
- Making it at the beginning of round allows you to know whether or not you have a movement requirement to not fall, however, should you fail the check by 5 or more you instantly will fall.
- Making it at the end of the round allows you to do all your stuff beforehand, possibly not even having to do it if you've for some reason moved.


If the check was made prior to the character’s turn (A), it means it is an action (B). But the fly check indicates that it is not an action, that “it is made as part of another action or as a reaction to a situation”. It would mean it would be a reaction to a situation (C). At that point, the character has taken no action. The reaction could only be to “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”. This is the beginning of the character’s turn so you can’t be in that situation. It means that it is not made at the beginning of the character’s turn (A means B or C, but B and C are wrong, so it means A is wrong).


Rolling the check first to determine if you can hover this round is the same as a player saying "I want to jump that cliff, but I need a 13 or better to do it, can I make the roll before I make the jump to determine if I should do it?" or "I want to disarm this trap, but my disable device is pretty poor, can I make the check to determine if I can disable it without actually running the risk of setting it off?"

Rule support: I think the "Action" part of the fly skill supports the rolling the check after the action has occurred:

Pathfinder PRD - Fly Skill wrote:
Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation. Empahsis, Mine.

By that, rolling the skill check first to determine if you can hover this round is neither "part of another action" or a "reaction to a situation", as you've not taken an action yet. Rolling the skill check after you've decided to take the full attack is a "reaction to a situation" - the situation being that you chose not to move that round. If you make the check, you're good. On the other hand, if you do not succeed at the fly check, then...

Pathfinder PRD - Fly Skill wrote:
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 (see Environment).

Now, if this concern is related to the Fly spell, then...

Pathfinder PRD Fly Spell wrote:
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally.

That line from the fly spell overrides the specific requirements to make a fly check for hovering if you ask me. If it requires only as much concentration as walking, then how can you possibly fail to walk only five feet? If you ask me, that's the reason that the falling when failing the check by 5 or more refers only to winged flight.

All that said, my theory/thinking still leaves the hole of "what happens if you fail by 4 or less with winged flight"... So admittedly, it's not perfect and I'm likely missing something. But I've yet to see anything that convinces me more than the "part of another action" or "reaction to a situation" rule quote I just gave.


MechE_ wrote:
(…) All that said, my theory/thinking still leaves the hole of "what happens if you fail by 4 or less with winged flight"... (…)

For Hover/move less than half speed, there is no consequences listed.

For the other maneuver, that are made part of an action (move usually), it means the maneuver failed; so no turning more than a bit, flying up more than 45°. Now does the failing means the characters is restricted by normal fly movement or is not moving is not indicated…


If you fail a fly skill check to hover, then you must continue flying. The consequence is in the first 2 sentences of the skill.
Hover is a complex maneuver, which allows you to stay stationary.


Darkon Slayer wrote:

If you fail a fly skill check to hover, then you must continue flying. The consequence is in the first 2 sentences of the skill.

(…)

When would you do that check to hover then?


勝20100 wrote:
Darkon Slayer wrote:

If you fail a fly skill check to hover, then you must continue flying. The consequence is in the first 2 sentences of the skill.

(…)
When would you do that check to hover then?
Fly Skill wrote:
Check: You generally need only make a Fly check when you are attempting a complex maneuver.

Hovering is a complex maneuver, which you are attempting when making your full attack. Make the check before you proceed to see if you can actually do it or not. If you make your full attack, then do the check afterwards, how are you penalized for failing the check? You just did what your check said you failed to do.

Grand Lodge

Let me clarify.

A winged charcter wants to make a 5 foot adjustment in flight and then attack. He initiates his move and fails his check by less than 5. He has the immediate choice of continuing his move for half his fly speed (which may very well incur an AOO) or taking an unscheduled descent. If the flight is taking place on the ground he also has the choice to land.

These are incentives to either.,.

1. Build up that Fly skill.

2. Take the Hover feat as described below. Which may be the better option if you're a clumsy flier.


Hover (Monster)

This creature can hover in place with ease and can kick up clouds of dust and debris.

Prerequisite: Fly speed.

Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check. If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.


Agreed with LazarX, but would add that I think that failing the check by less than five would mean that you could still perform your round's worth of actions, falling only at end of the round.


Ilja wrote:
Agreed with LazarX, but would add that I think that failing the check by less than five would mean that you could still perform your round's worth of actions, falling only at end of the round.

I disagree. If you fail to hover, you need to move forward to stay aloft. You don't get to just decide you're going to stay put and take your actions, effectively hovering anyway. If you fail to hover and you don't move forward, you plummet. Which also counts as / consumes your movement for the round, iirc...


I think that as it states specifically "a flying creature can remain flying at the end of its turn" this indicates that the intent is that you fall at the end of your turn if you fail the check (by less than 5).


fretgod99 wrote:
勝20100 wrote:
Darkon Slayer wrote:

If you fail a fly skill check to hover, then you must continue flying. The consequence is in the first 2 sentences of the skill.

(…)
When would you do that check to hover then?
Fly Skill wrote:
Check: You generally need only make a Fly check when you are attempting a complex maneuver.
Hovering is a complex maneuver, which you are attempting when making your full attack. Make the check before you proceed to see if you can actually do it or not. If you make your full attack, then do the check afterwards, how are you penalized for failing the check? You just did what your check said you failed to do.

When a character does a full attack he can stop attacking after his first attack and move. He can also do 5 foot step, between attacks, before or after them.

The check to hover can’t be made at the beginning of a full attack, because you don’t know yet if he’s going to move (either enough to need a DC 10 or just enough to not need a check at all).
If the character is doing a second attack, you know he will need a check, but don’t know yet for which maneuver (hover or move less than half speed), so you can’t ask for a skill check yet.
You could ask for the check if the character does his 5 foot step, but it would mean than depending on when he does it, he makes the check at different times. Because of this and the sentence “a flying creature can remain flying at the end of its turn”, I think the check should be made at the end of the turn. I agree there’s a possibility that the check was intended to be made during the character turn, depending on what actions she does.


StreamOfTheSky wrote:
Ilja wrote:
Agreed with LazarX, but would add that I think that failing the check by less than five would mean that you could still perform your round's worth of actions, falling only at end of the round.
I disagree. If you fail to hover, you need to move forward to stay aloft. You don't get to just decide you're going to stay put and take your actions, effectively hovering anyway. If you fail to hover and you don't move forward, you plummet. Which also counts as / consumes your movement for the round, iirc...

The penalty to fail the hover/move less than half speed is not specified. The only penalty listed is for winged characters.

It is only written that “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.

You write that if the check is failed, they need to move more. There’s nothing really supporting that in the rules. (Plus the check is made as part of an action, not before it. So if you 5 foot step, you won’t be able to move more afterwards. I have not read a rule where an action is canceled.)
What I would conclude by the fly rules, would be that if they didn’t move enough and failed the maneuver check, they don’t remain flying.

I don’t like the idea because it means ghosts can fail to hover and fall. And by RAW take damage (the DM need to change the Falling damage to only affect creatures with a physical body, it is not written in the Falling rules; and incorporeal only indicates nonmagical attacks). But it seems to be how it works.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Personally, I do the "you lose 10 feet of altitude" thing when characters fail their fly check (without wings, of course). If they used a move action and failed their check, they lose the move action as well.

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