In my Reign of Winter adventure path game we have recently moved onto the fourth module for the game called “The Frozen Stars”. In this module the players travel to the planet of Triaxius, home to the Dragon Legion and dragon riders.
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Learn the rules and you will be flying in no time! |
The Fly Skill
Most of what is stated about the flying or sky environment is detailed in this skill. In fact there is very little else stated explicitly about adventures that are air or sky bound apart from these rules. There are aside mentions of the environment but really what you need to know exists under the fly skill heading.
One thing I was right about was the fact that you only need to make a check with this skill when something out of the ordinary happens. If a character finds themselves flying at the start of the turn then as long as they do not attempt anything tricky they remain flying at the end of the round, no skill check required.
But what is something tricky? Well, there happens to be some set circumstances in which a character needs to make a check with their flying skill. They are;
- Move less than half speed and remain flying (I would argue this does not count when using fly the spell)
- Hovering
- Turning greater than 45 degrees at any point during a move action (you can change facing in between turns with no penalty for some reason)
- Turn 180 degrees by spending 10 feet of movement (Immelman anyone?)
- Fly up at greater than 45 degree angle
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Even my Eidolon needs to use his fly skill once in a while! |
- Attacked while flying – if you are flying under winged power you must make a check when you take damage or lose 10 foot of altitude
- Collision whilst flying – if you run into anything your size or larger whilst using wing power when flying you have to make a check not to plummet from the skies. I am now thinking that a melee attack would actually count as a collision here
- If you are falling and can fly then you need to make a check to pull out of the fall (this does not count if you are falling after a collision in the same round)
- High winds can also have an effect and push you astray if you do not make a fly check. When you need to make this check depends on your size and the strength of the wind
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Flying combats make for an interesting game! |
Mounts
- Mount acts on the riders initiative
- If the mount moves over 5 feet you cannot full attack for the round (unless using ranged where you can)
- Mount has to be combat trained or you need to make a handle animal check every round or the mount runs
- A simple ride check allows you to use two hands in combat
- If the mount charges you take the neg to your AC too. Also if using a lance and you charge it does double damage automatically
- You take a -4 to ranged attacks while moving or -8 if the horse is running
- Casting spells is fine if horse is moving at a speed under your own natural speed, if not it is a concentration check for the spell caster
- If your mount falls in combat you will need to make a ride check to land without a penalty and if you are knocked unconscious in a saddle you have a 50% chance of staying in the saddle per round (or 75% if it is a military saddle). Falling from a flying mount sucks 🙂
Flying with Magic
Conclusions
There is no broad space in the rulebooks that say “here are all of the rules you need for an air environment campaign” so you need to do a bit of work. The detail that I have gone through in the above commentary really gives you an idea on where you need to look to find the material you need. There are other books and details that can add to this environment but it is value adding. The core book really has everything you will need to run a flying campaign.
Of course, what I have given you above are the official rules and that is really only half the story. What sorts of games can you run in the sky and how do things like clouds and other such things play into the game. Well, they are all interesting questions and ones that I hope to answer in a post sometime soon. Thanks for reading and keep rolling!