![]() ![]() This check must be made every round the creature remains airborne. “ Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. “ Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. Modifiers High Wind Speedsįlying in high winds adds penalties on your Fly checks as noted on the Wind Effects table. See Falling Damage if you fail this check. You cannot make this check if you are falling due to a failed Fly check or a collision. If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage. This descent does not provoke an attack of opportunity and does not count against a creature’s movement. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. You are not considered flat-footed while flying. Common Uses Avoid Falling After Being Attacked 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. You can attempt a Fly check to perform the same maneuver on subsequent rounds. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart. Taking any action that violates these rules requires a Fly check. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Note that these restrictions only apply to movement taken during your current turn. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees 1, and can descend at any angle at normal speed. 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 generally need only make a Fly check when you are attempting a complex maneuver. ![]()
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