Fly (Dex; Armor Check Penalty; Trained Only)

You are skilled at flying, either through the use of wings or magic, and you can perform daring maneuvers while airborne. Note that this skill does not give you the ability to fly.

Check

You can perform maneuvers while flying. 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. 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, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a check. The difficulty of these maneuvers varies, as noted on the following chart.

Flying Maneuver Fly DC
Move less than half speed and remain flying 10
Hover 15
Turn greater than 45° by spending 5 feet of movement 15
Turn 180° by spending 10 feet of movement 20
Fly up at a greater than 45° angle 20

Attacked While Flying

You are not considered flat-footed while flying. 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.

Collision While Flying

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.

Avoid Falling Damage

If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

High Wind Speeds

Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table. “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. “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 due to the wind. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

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.

Try Again

Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail this check by 5 or more, you plummet to the ground, taking the appropriate falling damage.

Special

Creatures with a fly speed receive this skill for free as a class skill. They also receive a bonus (or penalty) on all Fly checks depending on their maneuverability.

Creatures with clumsy maneuverability take a –8 penalty on all Fly checks.

Creatures with poor maneuverability take a –4 penalty on all Fly checks.

Creatures with good maneuverability get a +4 racial bonus on all Fly checks.

Creatures with perfect maneuverability get a +8 racial bonus on all Fly checks.

Creatures without a maneuverability rating are assumed to have an average maneuverability and take no penalty on Fly checks.

You cannot take this skill without a natural means of flight or a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).

Wind Effects on Fly

Wind Force Wind Speed Checked Size Blown Away Size Fly Penalty
Light 0–10 mph
Moderate 11–20 mph
Strong 21–30 mph Tiny –2
Severe 31–50 mph Small Tiny –4
Windstorm 51–74 mph Medium Small –8
Hurricane 75–174 mph Large Medium –12
Tornado 175+ mph Huge Large –16