Newb20

Flight Rules

The Aasimar’s Poor Flight feat provides the limited flight described here.

Poor Flight

Poor Flight grants a 20-foot Fly speed and poor maneuverability. After each 5 feet flown, the flier may turn up to 45 degrees. It cannot turn in place. Turning uses the distance already flown; it does not cost additional movement.

Good Flight

Good Flight is the reference for more agile flight. After each 5 feet flown, the flier may turn up to 90 degrees. It may also spend 5 feet of its movement to turn 90 degrees in place. Turning uses the listed movement; it does not cost additional movement.

While airborne using Poor Flight:

These penalties apply while flying, not while descending safely with the Featherfall Wings feat.

Attacking After Taking Damage

When a creature takes damage while airborne, it must attempt a Fly check before its next attack while airborne to maintain control. The DC is 10 + the net HP damage from that hit after damage reduction, following the mounted-combat damage stability formula. If the flier takes damage multiple times before that attack, it makes a separate Fly check for each damage instance. On a failed check, the flier loses control and begins falling.

Falling and Regaining Flight

A falling creature descends 150 feet during the first round of its fall and 300 feet during each subsequent round. When it lands, it takes 1d6 damage per 10 feet fallen, to a maximum of 20d6. A creature that takes damage from a fall lands Prone.

A creature with a Fly speed that is falling can use a Move Action to attempt a Fly check to regain control. The base DC is 10 + 1 for every 10 feet fallen (round up), to a maximum base DC of 30. Apply environmental modifiers after the base DC cap. On a success, the creature regains control and stops falling. On a failure, it continues falling and can try again with another Move Action.

Environmental condition Fly DC modifier
Light breeze +1
Heavy breeze +3
Light storm +5
Heavy storm +10