Skills/Fly

Fly is a skill used to perform daring or complex maneuvers while airborne. The fly skill is only useful when flying, but in itself does not grant the ability to fly.

Check
A fly check is not needed if you move at least half your speed during your turn. You may choose to rise at half speed at an angle of 45 degrees (this is to make calculations easier as you can then assume they rose up an equal number of squares as they moved forward), and can descend at any angle at normal speed. This only applies to movement taken on your turn. Movement or actions that violate this rule requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart. Movement does not calculate diagonal movement when moving upwards to help simplify vertical movement, instead this is represented by the reduction of half speed when moving up at a 45 degree angle.

Failing a fly check by one degree or more causes you plummet to the ground, taking the appropriate falling damage.

Avoid Falling After Being Attacked
If you take damage while flying you must make a DC 10 fly check to avoid losing 10 feet of altitude, though this descent does not provoke an attack of opportunity nor does it count against your movement.

Negate Falling Damage
If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage.

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.

Modifiers

 * Fly Speed: A creature with a fly speed receives a bonus or penalty on Fly skill checks depending on its maneuverability.
 * Clumsy –8
 * Poor –4
 * Average +0
 * Good +4
 * Perfect +8


 * Size Category: A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:
 * Fine +8
 * Diminutive +6
 * Tiny +4
 * Small +2
 * Large –2
 * Huge –4
 * Gargantuan –6
 * Colossal –8