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fly (poor)
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<blockquote data-quote="Artoomis" data-source="post: 215381" data-attributes="member: 111"><p>See:</p><p></p><p><a href="http://www.opengamingfoundation.org/srd/srdcarryingmovingseeing.html" target="_blank">http://www.opengamingfoundation.org/srd/srdcarryingmovingseeing.html</a></p><p></p><p>Or look at the below (the formatting is terrible, though.</p><p></p><p>Fly</p><p>The creature can fly at the listed speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability, as follows. </p><p></p><p>Perfect: The creature can perform almost any aerial maneuver it wishes. </p><p></p><p>Good: The creature is very agile in the air (like a housefly or hummingbird), but cannot change direction as readily as those with perfect maneuverability. </p><p></p><p>Average: The creature can fly as adroitly as a small bird. </p><p></p><p>Poor: The creature flies as well as a very large bird. </p><p></p><p>Clumsy: The creature can barely fly at all. </p><p></p><p>Creatures can use the run action while flying, provided they fly in a straight line. </p><p></p><p>Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability rating that defines how it moves when flying.</p><p></p><p>Table: Flight Maneuverability</p><p></p><p>Type: Perfect Good Average Poor Clumsy</p><p>----- ------- ---- ------- ---- ------</p><p>Example: (Will-o’-wisp) (Beholder) (Gargoyle) (Wyvern) (Manticore)</p><p>Minimum Forward Speed None None Half Half Half</p><p>Hover Yes Yes No No No</p><p>Fly Backward Yes Yes No No No</p><p>Reverse Free –5 ft. — — —</p><p>Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.</p><p>Turn in Place Any +90º/–5 ft. +45º/–5 ft. No No</p><p>Maximum Turn Any Any 90º 45º 45º</p><p>Up Angle Any Any 60º 45º 45º</p><p>Up Speed Full Half Half Half Half</p><p>Down Angle Any Any Any 45º 45º</p><p>Down Speed Double Double Double Double Double</p><p>Between Down and Up 0 0 5 ft. 10 ft. 20 ft.</p><p>Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed at a Reflex saving throw (DC 20) to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.</p><p></p><p>Hover: The ability to stay in one place while airborne.</p><p></p><p>Fly Backward: The ability to fly backward.</p><p></p><p>Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.</p><p></p><p>Turn: How much the creature can turn after covering the stated distance.</p><p></p><p>Turn in Place: A creature with good or average maneuverability can “spend” some of its speed to turn in place.</p><p></p><p>Maximum Turn: How much the creature can turn in any one space.</p><p></p><p>Up Angle: The angle at which the creature can climb.</p><p></p><p>Up Speed: How fast the creature can climb.</p><p></p><p>Down Angle: The angle at which the creature can descend.</p><p></p><p>Down Speed: A flying creature can fly down at twice its normal flying speed.</p><p></p><p>Between Down & Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance.</p></blockquote><p></p>
[QUOTE="Artoomis, post: 215381, member: 111"] See: [url]http://www.opengamingfoundation.org/srd/srdcarryingmovingseeing.html[/url] Or look at the below (the formatting is terrible, though. Fly The creature can fly at the listed speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability, as follows. Perfect: The creature can perform almost any aerial maneuver it wishes. Good: The creature is very agile in the air (like a housefly or hummingbird), but cannot change direction as readily as those with perfect maneuverability. Average: The creature can fly as adroitly as a small bird. Poor: The creature flies as well as a very large bird. Clumsy: The creature can barely fly at all. Creatures can use the run action while flying, provided they fly in a straight line. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability rating that defines how it moves when flying. Table: Flight Maneuverability Type: Perfect Good Average Poor Clumsy ----- ------- ---- ------- ---- ------ Example: (Will-o’-wisp) (Beholder) (Gargoyle) (Wyvern) (Manticore) Minimum Forward Speed None None Half Half Half Hover Yes Yes No No No Fly Backward Yes Yes No No No Reverse Free –5 ft. — — — Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft. Turn in Place Any +90º/–5 ft. +45º/–5 ft. No No Maximum Turn Any Any 90º 45º 45º Up Angle Any Any 60º 45º 45º Up Speed Full Half Half Half Half Down Angle Any Any Any 45º 45º Down Speed Double Double Double Double Double Between Down and Up 0 0 5 ft. 10 ft. 20 ft. Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed at a Reflex saving throw (DC 20) to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn. Hover: The ability to stay in one place while airborne. Fly Backward: The ability to fly backward. Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward. Turn: How much the creature can turn after covering the stated distance. Turn in Place: A creature with good or average maneuverability can “spend” some of its speed to turn in place. Maximum Turn: How much the creature can turn in any one space. Up Angle: The angle at which the creature can climb. Up Speed: How fast the creature can climb. Down Angle: The angle at which the creature can descend. Down Speed: A flying creature can fly down at twice its normal flying speed. Between Down & Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance. [/QUOTE]
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