There are two main methods of flight. Being or using a creature with flight ability:
- Flyer using Fly Skill.
- Mounted on Flyer using Ride and Handle Animal Skills.
Or, on a vehicle move differently and must be “operated” by a pilot and crew.
- Airboats that use wind to “sail” across the sky
- Aeronauticals pretty much all other vehicles.
If a vehicle moves at all, occupants may only make single mêlée attack vs targets not also riding vehicle and vice versa. Full ranged attacks are allowed at -2. On very large and stable vehicles negate the ranged attack penalty.
Movement may also require concentration checks for spell casting.
DC * | Ranged / Siege | Checked | Blown Away | Wind Speed | Chances | |||
---|---|---|---|---|---|---|---|---|
0 | Light | 10ft. | 0-10 mph | 1-4 | 1 | |||
0 | Moderate | 20ft. | 11-20 mph | 5-14 | 2-4 | |||
+2 | -2 / 0 | Tiny | Strong | 40ft | 21-30 mph | 15-18 | 5-10 | |
+4 | -4 / 0 | Small | Tiny | Severe | 60ft. | 31-50 mph | 18-19 | 11-16 |
+8 | NA / -4 | Medium | Small | Storm | 90ft. | 51-74 mph | 20 | 17-19 |
+12 | NA / -8 | Large | Medium | Hurricane | x1.5 | 75-174 mph | 20 | |
+16 | NA / NA | Huge | Large | Tornado | x1.5 | 175-300 mph |
* Modifies Fly, Profession (Sailor) and similar skill checks.
Checked: Creatures of that size or smaller must succeed on a DC20 Fly check to move in any direction other than the wind’s.
Blown Away: Creatures of that size or smaller must make a DC25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC20 Fly check to move due to also being checked.
You are falling uncontrolled and very fast!
Whenever you gain the Plummeting condition you immediately drop 1/2 your free-fall distance. At the start of your turn, if you are Plummeting, drop your free-fall distance before taking any action(s).
Plummeting is extremely violent motion (Concentration check DC20 + spell level). When Plummeting the only movement based action allowed is to Stop Plummet. You lose Dex bonus to AC, threaten no spaces and may not make AOO.
Free-Fall Distance per round | |
---|---|
100’ | Tiny sized or smaller |
300’ | Small sized |
600’* | Medium sized and larger |
* half if high air resistance/weight ratio (wings, sails, etc.)
Flyers, riders on flying mounts and driver’s of flying vehicles may attempt to remove Plummeting Condition from another.
Flyers and riders may move up to double their movement rate. Vehicles move their full movement. Any required Fly, Ride, Drive, Handle Animal, etc. checks must be made as normal. You must end your move within reach of target.
DC10 check; Fly for flyers, Ride for riders, or appropriate “driving” skill for vehicle operators.
+/- Size difference
+4DC One hand free
+8DC No hands free
Your grapple modifiers may apply
Success: Target loses Plummeting Condition. You and target gain Grapple Condition.
Instead of catching directly, operators of large vehicles with “deck” space or man-overboard nets may “fly their vehicle under falling target”. Make appropriate “driving” skill check using the following DC, modifiers and results.
DC15 | 1x size of target empty space available |
DC10 | 2x size of target empty space available |
DC5 | 3x size of target empty space available |
DC0 | 4x size of target empty space available |
Success by 4 or less: Target loses Plummeting Condition, gains Prone Condition and takes half normal falling damage.
Success by 5 or more: Target loses Plummeting Condition, gains Prone Condition.
Including anything propelled by wings or magic, gliders, whirligigs, etc. In effect any sole creature using Fly skill, i.e. not vehicles.
Note
Running while flying
Natural flyers, primarily those with wings, can run as a full-round action in a straight line upto 3x your speed (or 4x if light encumbered or less). Provoking AOO and losing Dex Bonus (unles you have Run feat). For a number of rounds equal to Constituion score. See Run (PRD) for details.
Note
Squeezing while flying
Creatures with wings can’t fly through a space narrower than their size. They are considered Squeezing (PRD) while flying in any space less than double their width, 10’ for medium, 20’ for large, etc. Squeezing; each space counts as 2 squares for movement, you take a -4 penalty on attack rolls, a -4 penalty to AC, and a -4 penalty to Fly checks.
DC0 | With the Flow (No Action): Move 1/4 wind speed in direction of wind |
DC10 | Move less than (lessor of 30’ or half speed) and remain flying |
DC10 | Avoid falling damage (No Action) |
DC15 | Hover (No Action) |
DC15 | Turn more than 45° during one movement action |
DC20 | Turn more than 90° during one movement action |
DC20 | Fly up greater than 45° angle |
DC20 | Fly down greater than your speed |
DC20 | Stop Plummet (Full-round) |
DC0 Fly. May optionally let wind carry you 1/4 wind speed in direction of wind. This must be done at start of your turn before you take any actions.
DC10 Fly. If you take falling damage and have the ability to fly, you can make a DC10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check, collision or if you are Plummeting, unconscious, or otherwise unable to fly.
DC15 Fly. Stay in same space while flying. May move in any direction after hovering without any need to make Fly check for turning.
Each move action you may make 1 turn. No Fly check is required if less than 45°. DC15 if more than 45°, DC20 if more than 135°. Making more than one turn per move action costs 5’ of movement and requires additional checks at +10DC.
During a movement type action for every 5’ of forward movement may “spend” 5’ of movement to gain 5’ of elevation.
A DC20 Fly check allows you to spend any amount of movement to gain any amount of elevation for the rest of your turn. Can fly straight up or interleave forward movement with upwards movement in any combination.
During a movement type action you may descend up to your speed per move action.
A DC20 Fly check allows you to descend up to 1/2 free-fall distance per move action. Failing this check by 5 or more ends your turn and you gain the Plummeting Condition.
Descending movement doesn’t count against your movement speed. And may be interleaved with other movement in any combination.
Attempt to remove Plummeting Condition.
Aide Another: Only creatures adjacent(reach) to you and able to move your free-fall distance (per round) may provide aide. Riders may use Ride skill to aide their mounts. Other’s may use Handle Animal, Fly or “driving” skills.
The mount follows the Flyer rules above. Mounts move on rider’s initiative. The rider’s and mount’s actions may be taken in any order.
It is assumed riders on all aerial mounts are strapped into their saddles. And those saddles include a quick release (Free action). Aerial riders should invest in a Gas Bag.
DC5 | Stay in saddle (No Action) |
DC5 | Guide mount with knees (Free Action) |
DC10 | Fight along with combat trained mount (Free Action) |
DC15 | Use mount as Cover (Immediate Action, Move Action to recover) |
DC15 | Spur mount (Move Action) +10 move d3 damage |
DC20 | Control non-combat mount (Move Action, failure means Full-round Action), every round. |
+2DC | Animal injured |
DC10 | Handle Animal (varies): Command animal to perform known trick. |
DC20 | Push Animal (varies): Command animal to perform unknown trick. |
If mount moves more than 5ft., you may only make single mêlée attack. If mount charges you also take AC penalty and gain attack bonus if you make attack as part of mounts charge.
You can make full attacks with ranged weapons on a moving mount. Even when mount is taking a double move, but at a -4 penalty (-8 penalty while running). In either case, you make the attack when your mount has completed half its movement.
Casting on moving mount: Mount moves normal speed before or after casting no check required. Mount moves before and after casting DC10+spell lvl Concentration check (+5DC if mount is running).
Example of how mounted combat works.
- Start of round, DC5 Ride (Free Action): Guide Mount with knees or lose use of one-hand. Allows rider to control mount’s movement.
- DC10 Handle Animal (Move): Direct mount to “Attack” or other known trick, including a charge.
- DC10 Ride (Free): Rider may also attack in same round as mount. If mount is not attacking, no check is required. Other non-attack actions also do not require a Ride check.
Zeppelins, balloons, steam skiffs, cyclocopters, etc. Zeppelins and balloons are slow. Most of their movement is from being pushed by wind. Long distance travel is in air streams.
Aeronauticals require a crew, one of which is the “pilot” or driver who makes driving checks. Aeronauticals move on pilot’s initiative. Or, if uncontrolled, at end of turn.
If an aeronautical moves forward less than its minimum speed in a turn for any reason, it gains the Plummeting Condition and must make a Capsize Check. Aeronauticals with a minimum speed of 0 may hover in place.
Note
Aeronauticals move only once per turn. There is no double move. Pilots may not perform more than one vehicle action that involves movement per round.
Balloons, zeppelins and other vehicles with large surface area must, at start of their turn before any other actions are taken:
- Decelerate by wind speed if facing directly into wind.
- And, move wind speed in direction of wind.
All checks require at least 1/2 crew. Extra crew may use Aid Another. To be counted as crew must have at least one rank in Profession (Sailor).
DC15 | Gain or Drop 10’ elevation for every 30’ of movement (No Action) |
DC25 | Gain or Drop 10’ elevation for every 20’ of movement (No Action) |
DC35 | Gain or Drop 10’ elevation for every 10’ of movement (No Action) |
DC15 | Accelerate (Standard Action): Change speed and move forwardish |
DC15 | Decelerate (Standard Action): Change speed and move forwardish |
DC15 | Forward (Move Action): Move forwardish |
DC15 | Turn (Move Action): Change facing 45 deg |
DC15 | Avoid Capsize (Immediate): |
DC20 | Stop Plummet (Full-round): |
Modifier | |
---|---|
-10 DC | Gliders and vehicles without steam/alchemical engine |
+10 DC | Lacking full crew |
+10 DC | Pilot is attacking or being attacked |
+? DC | Wind speed DC modifier |
When the pilot does nothing or there is no pilot or there is less than 1/2 required crew the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun.
Uprighting capsized vehicle is a DC25 (DC35 without crew) Full-round action. Don’t forget wind speed DC modifiers.
Attempt to remove Plummeting Condition.
Airboats are flying vehicles with sails and keels. Operating much like a water based sailing ship. Speed is based on wind speed, bearing and type of airboat. An airboat statblock will list its specific wind speed multipliers. An airboat may “reef” (reduce) its sails to move at less than its top speed. Each airboat statblock also lists a structural max speed, typical 120-180ft per round. Exceeding structural max speed inflicts damage to rigging/sails. Acceleration is based on wind speed.
Bearing | Top Speed | Acceleration | |
---|---|---|---|
against | into wind | 0 | -1x wind speed |
beating | 45 deg into wind | statblock | 1x wind speed |
reaching | 90deg to wind | statblock | 2x wind speed |
running | 0-45 deg with wind | statblock | 1.5x wind speed |
Airboats require a crew, one of which is the “pilot” or driver who makes driving checks. Airboats move on pilot’s initiative. Or, if uncontrolled, at end of turn.
Airboats naturally float.
Note
Airboats move only once per turn. They have no double move.
At start of pilot’s turn before any actions:
- Move 1/4 wind speed in direction of wind.
- Optionally Reef Sails.
- Calculate adjusted top speed for round.
- Adjust current speed by wind based acceleration.
All checks require at least 1/2 crew. Extra crew may use Aid Another. To be counted as crew must have at least one rank in Profession (Sailor).
DC0 | Gain or Drop 10’ elevation for every 30’ of movement (No Action) |
DC10 | Gain or Drop 10’ elevation for every 20’ of movement (No Action) |
DC20 | Gain or Drop 10’ elevation for every 10’ of movement (No Action), passengers/crew are falling off |
DC15 | Reef Sails (No Action): Change fraction of sails reefed and thus speed |
DC10 | Steady as she Goes (Full-round): Move current speed |
DC10 | Steer (Full-round): Turn and move current speed |
DC15 | Jib (Full-round): Turn across wind while reaching |
DC20 | Tack (Full-round): Turn across wind while beating |
DC5 | Avoid Capsize (No Action): |
Modifier | |
---|---|
+10 DC | Lacking full crew |
+10 DC | Pilot is being attacked |
+? DC | Wind speed DC modifier |
An airboat with at least 1/2 crew but lacking pilot or with pilot who did not take a “driving” action. Will move its current speed straight ahead.
An airboat lacking at least 1/2 crew meanders down wind. Make Capsize Check at start of every round.
Reefing changes the amount of sail catching wind and thus speed.
A tack is into the wind. Jib is with the wind. Must be beating to start a tack, or running to job. Can’t attempt at 0 speed.
Uprighting capsized airboat is a DC25 (DC35 without crew) Full-round action. Don’t forget wind speed DC modifiers.