Question regarding a flight acrobatics check?


Rules Questions


Starfinder Core Rulebook pg. 259

"While you are flying, at the start of each turn, choose a primary direction for the round (including up or down). You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check, as long as the wind conditions are favorable."

What exactly is the acrobatics check being referenced here?

Donking around with flight for the first time as an early stage Barathu and this bit here is giving my GM and I a headache.

Sczarni

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.

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?

Sczarni

2 people marked this as a favorite.

It's literally the next paragraph:

Quote:
If you want to change direction while flying, it costs you an additional 5 feet of movement to turn 45 degrees. If you want to ascend, it costs you an additional 5 feet of movement for each square that you move upward.

So the base is "full fly speed in a straight line", and if you want to change directions, the rules for doing so are immediately after, followed further by rules that require Acrobatics checks.

Changing direction isn't one of those, but hovering and flying in dangerous wind conditions are.

If you stop reading at the end of one paragraph, yeah, the whole picture isn't going to make a lot of sense.


Pathfinder Starfinder Roleplaying Game Subscriber

In fairness to Nefreet, you would have gotten your answer faster by going and reading the rules for flying in both the Acrobatics section in the rules (pg. 135), and on pg 259, as was already referenced. The skill entry answers the questions that both of you have asked, and gives further uses of the skill and checks that can be made while flying.

Nefreet, you could have sped up this process by recommending they look at the Acrobatics skill description and given the page it was on with your initial reply, circumventing follow on questions entirely.

Sovereign Court Director of Community

Removed a personally attacking post.

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