Guide to Flight


GM Discussion

4/5

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In most games, people just pop a potion of Fly and treat their movement the same as it is on the ground. I recently learned this isn't actually how it works, so I made a guide to Flying, specifically geared towards someone who doesn't normally Fly and probably doesn't have ranks in the skill.

Presenting here for feedback before I add it to PFS Prep:

PFS Guide to Flight

Note that this also means the (at least local) common practice of summoning an eagle and letting it wail on people requires that the Eagle make a DC 15 Fly check to hover in place.

Silver Crusade

I recently looked into this for a game I was playing in. You've got most of it there, but you may want to add that any turn 45 degrees or les also requires that you spend an additional 5 ft of movement, it just doesn't require a flight check. This isn't on the chart, it's just lodged in the paragraphs of text under the fly skill.

Also, all of those movement taxes do not count towards moving at least half speed, so you only count actual 2 dimensional squares moved. If you turn too much (or do anything other than move in a straight line while ascending) you'll have to make a fly check based on moving less than half speed.

I believe ( but am not 100% positive) that movement only costs 1/2 while comming down as well, but I don't have my PG so can't say for sure.

The Exchange 4/5 5/5

You probably want to add in this line from the beginning of the fly skill:

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.

Spoiler:
Locally this has lead to a lot of arguments about what happens when a flying creature (without wings) does not succeed on a fly check and cannot move half its speed (runs into a cliff and fails a 90 degree turn or is surrounded and fails a hover, for example).
1/5

The given calculation for fly skill is a little ambiguous for anybody who doesn't know what level spell Fly is:
Is the default 5 the CL or CL/2?

Obviously a quick check of the spell answers this, but why not make it completely clear, and avoid the need to grab the CRB?

Grand Lodge 4/5

Note that the bonus to fly checks from maneuverability only actually applies to natural fly speeds.

Fly wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability

4/5

Thanks for the responses! Will do my best to address the suggestions.

Jeff Merola wrote:

Note that the bonus to fly checks from maneuverability only actually applies to natural fly speeds.

Fly wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability

I don't believe this means you don't get a bonus from other forms of flight. It doesn't say "only creatures with natural maneuverability." And if that were the case, there would be no point in specifying the maneuverability you get from Fly.

Grand Lodge 4/5

redward wrote:

Thanks for the responses! Will do my best to address the suggestions.

Jeff Merola wrote:

Note that the bonus to fly checks from maneuverability only actually applies to natural fly speeds.

Fly wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability
I don't believe this means you don't get a bonus from other forms of flight. It doesn't say "only creatures with natural maneuverability." And if that were the case, there would be no point in specifying the maneuverability you get from Fly.

The Fly spell's language is a hold-over from 3.5, when maneuverability mattered a heck of a lot more (and there also wasn't a Fly skill).

Anyway, take the following:
Creatures with A get a bonus.

You're saying because it doesn't say only creatures with A, creatures that have B (which is similar but distinct from A) also get that bonus.

4/5

Jeff Merola wrote:
redward wrote:

Thanks for the responses! Will do my best to address the suggestions.

Jeff Merola wrote:

Note that the bonus to fly checks from maneuverability only actually applies to natural fly speeds.

Fly wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability
I don't believe this means you don't get a bonus from other forms of flight. It doesn't say "only creatures with natural maneuverability." And if that were the case, there would be no point in specifying the maneuverability you get from Fly.

The Fly spell's language is a hold-over from 3.5, when maneuverability mattered a heck of a lot more (and there also wasn't a Fly skill).

Anyway, take the following:
Creatures with A get a bonus.

You're saying because it doesn't say only creatures with A, creatures that have B (which is similar but distinct from A) also get that bonus.

I'm saying the Fly spell granting good maneuverability has no meaning if it doesn't actually affect the target's Fly skill.

Grand Lodge 4/5

Correct, it has no meaning. The language is just because it's a copy-paste from 3.5, where it did have a meaning.

4/5

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What about the Eidolon, which was (AFAIK) completely new to Pathfinder:

Flight (Ex or Su) wrote:
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.

Or the Shapeshifter Ranger's Form of the Eagle (or Form of the Dragon):

Form of the Eagle wrote:
The ranger's skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the ranger gains a +10 bonus on Perception checks and a fly speed of 40 feet with good maneuverability. Alternatively, the ranger can polymorph into the form of an eagle or similar raptor as if the caster of beast shape IV.

Or a Wind Oracle's Wings of Air (or any of the other flight granting revelations):

Wings of Air (Su) wrote:
As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. At 10th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.

There are plenty of non-permanent, non-natural effects that grant a flight speed and maneuverability. That leads me to believe it has some mechanical meaning.

Grand Lodge 4/5

The Eidolon's is natural flight (even the magic version) as evolutions change what the Eidolon's nature is.

The others, yes, they don't have any meaning due to how the fly skill is written. It's fairly obvious that they're intended to have meaning, but they don't.

4/5

I think we're going to have to agree to disagree on this.

Maneuverability has a mechanical effect, described in the Fly skill description. As far as I can tell, every source that grants a Fly speed also grants a maneuverability.

I never played 3.5 and have no prior experience with how it used to work. Reading it as a PFRPG player, this is the only way it makes sense to me.

Grand Lodge 4/5

I'm not sure what there is to disagree with when the rules of the Fly skill explicitly grant the bonus to natural fly speeds, while there's nothing in there about non-natural ones.

Yes, it would make more sense if all Fly speeds had the bonus/penalty, but that's not how the skill is written.

4/5

Okay. This post seems to ask the relevant question, so I'm FAQing it.

Grand Lodge 4/5

I have as well. I'd certainly like for a ruling that the "natural" bit of the skill was in error.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

redward wrote:


Note that this also means the (at least local) common practice of summoning an eagle and letting it wail on people requires that the Eagle make a DC 15 Fly check to hover in place.

It could just land and make full attacks.

Grand Lodge 4/5

Ascalaphus wrote:
redward wrote:


Note that this also means the (at least local) common practice of summoning an eagle and letting it wail on people requires that the Eagle make a DC 15 Fly check to hover in place.
It could just land and make full attacks.

It kinda has to do that to begin with, as summon spells cannot summon creatures midair.

Summoning wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Sovereign Court 4/5

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Jeff Merola wrote:

It kinda has to do that to begin with, as summon spells cannot summon creatures midair.

Summoning wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

I think this one's a little bit of a failure of RAW, for both flying and aquatic creatures. It sounds like summoning a dolphin would require it to appear on the deck of the ship, then someone has to roll it over into the water. I suspect the intention of the rule was to prevent dropping summoned monsters onto opponents.

I'd say midair/water summons summons would be appropriately considered "a surface capable of supporting it," for creatures with fly/swim speeds, but that's PFS problematic.

4/5

Dhenn wrote:
Jeff Merola wrote:

It kinda has to do that to begin with, as summon spells cannot summon creatures midair.

Summoning wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

I think this one's a little bit of a failure of RAW, for both flying and aquatic creatures. It sounds like summoning a dolphin would require it to appear on the deck of the ship, then someone has to roll it over into the water. I suspect the intention of the rule was to prevent dropping summoned monsters onto opponents.

I'd say midair/water summons summons would be appropriately considered "a surface capable of supporting it," for creatures with fly/swim speeds, but that's PFS problematic.

Yes, I'd have no problem as a GM allowing a player to summon a flying creature midair, nor would I have an issue with a GM telling me as a player that I could not.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Lantern archons only have a flying speed, no land speed. I think it's safe to summon them in mid-air.

5/5 5/55/55/5

I believe that air is a surface that will support an eagle. It will not support a hippo though.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

But is a hippo a surface that will support a dog?

4/5

Something that may be worth mentioning since it's kinda odd is that the rules about turning only apply to movement on a single round. You can completely reverse direction on two consecutive round without sacrificing any movement or making a fly check.

4/5

Artoo wrote:
Something that may be worth mentioning since it's kinda odd is that the rules about turning only apply to movement on a single round. You can completely reverse direction on two consecutive round without sacrificing any movement or making a fly check.

Good point! Noted.

5/5 5/55/55/5

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FLite wrote:
But is a hippo a surface that will support a dog?

Yes

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I was looking for a rule that would tell me whether you could summon a creature into a square occupied by another (because creatures with 3+ size difference can share a square). What I found though was this:

CRB->Magic->Conjuration wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Interpreting this overly literally, you can't actually summon aquatic creatures in water, only on dry land. I think that's where the common sense part of Rule 0 comes into play. I'd interpret this a bit more liberally:

  • You can summon a creature with a fly speed in the air, and a creature with a swim speed in water. You can't summon a creature without ground speed (like a fish, or lantern archon) onto the ground. The common sense interpretation of "a surface capable of supporting it.

  • You can summon a creature in an area already occupied by another creature if those two creatures could legally share that space, for example due to size difference. A somewhat liberal interpretation of "open location".

    So if that dog is small and that hippo is huge, you could summon the dog into the hippo's square. Sadly the PFS rules have no mechanics for smaller creatures climbing bigger creatures, despite those being widely represented in cinema (like Legolas climbing those elephants in RotK), so it's undefined whether you can summon the dog on top of the hippo.

    EDIT: I'm not saying the rules are good rules, just how I understand them to work. :P

  • Dark Archive 5/5 *

    Swarms can be summoned into a square currently occupied by someone or creature.

    5/5 5/55/55/5

    It says inside the creature, not inside the creatures square. (because some munchkins will try to summon a celestial dog inside your skull and kill you with a transporter accident)

    Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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    Yes, but it also says it must arrive in "an open location", without defining that exactly. I choose to interpret it as "a square where it could legally end its move".

    The Exchange 5/5

    so, here's a few questions....

    Question #1:
    Can you turn 45 degrees more than once in a turn.. say you have a 60' move, can you....

    a) move 1 square north for 5' of movement, then
    b) turn 45 degrees (cost 5' of movement), move 5' north-east (first dia. square)
    c) turn 45 degrees (cost 5' of movement), move 5' east
    d) turn 45 degrees (cost 5' movement), move 10' south-east (second dia. square)
    e) turn 45 degrees (cost 5' movement), move 5' south
    f) turn 45 degrees (cost 5' movement), move 5' south-west (third dia. square)

    This would be 60' of movement (25' of it spent on turns)... and (I think) doesn't require any fly checks...

    Question #2
    can you hit yourself, taking damage and decide to fail the fly check... dropping 10' out of a threated square, and now that you are not treatened, then move away from the creature with reach?

    Question #3
    Does the requirement to move half your spead to NOT take a Fly Check count movement spent in turns? (Using the examples above in #1, if you stop after (d) which is 25 foot of distance covered, but 40 feet of movement spent...).

    THanks!

    4/5 **

    Pathfinder Maps, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
    Dhenn wrote:
    It sounds like summoning a dolphin would require it to appear on the deck of the ship, then someone has to roll it over into the water. I suspect the intention of the rule was to prevent dropping summoned monsters onto opponents.

    Isn't the "top" of a body of water generally referred to as its "surface"? If so the dolphin could appear at the water's surface and either dive or remain on the surface.

    In support of the premise that a body of water has a "surface" in Pathfinder, I'd point to the magic item Horseshoes of a Zephyr, which allows a horse to hover above "surfaces" and specifically calls out that:

    The PRD wrote:
    The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that non-solid or unstable surfaces can be crossed[.]

    Thus non-solids may have surfaces for rules purposes.

    4/5

    I'm not an expert on flight rules, so these are just my best guesses...

    nosig wrote:

    so, here's a few questions....

    Question #1:
    Can you turn 45 degrees more than once in a turn.. say you have a 60' move, can you....

    ....

    This would be 60' of movement (25' of it spent on turns)... and (I think) doesn't require any fly checks...

    You moved half your speed and never turned more than 45°, so it looks good to me.

    nosig wrote:

    Question #2

    can you hit yourself, taking damage and decide to fail the fly check... dropping 10' out of a threated square, and now that you are not treatened, then move away from the creature with reach?

    Strict reading, perhaps. I might consider it to essentially work like a 5 ft step, meaning you couldn't do that and move in the same turn.

    nosig wrote:

    Question #3

    Does the requirement to move half your spead to NOT take a Fly Check count movement spent in turns? (Using the examples above in #1, if you stop after (d) which is 25 foot of distance covered, but 40 feet of movement spent...).

    I'm not sure, but I believe someone else above indicated that movement used during turns doesn't count towards the half movement required.

    Liberty's Edge 4/5 *

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    I would agree that movement "spent" for turns does not count toward the distance moved to avoid a Fly check for moving slowly.

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