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Charging and flyby attack
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<blockquote data-quote="Murrdox" data-source="post: 838077" data-attributes="member: 10131"><p>There is a Hover feat which many flying creatures possess that allow it to hover in midair. "Perfect" and "Good" flyers get the effects of this feat for free. Harpies don't have this feat, thus they always need to keep flying. The chart for flying manuverability says that flyers with "Average" manuverability need to move at least half of their movement to stay in the air. Here's the effects if they fail to maintain their speed.</p><p></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>EDIT</p><p></p><p>Here's the Dive ability for ya.</p><p></p><p>Dive Attack [Full][AoO: Yes]</p><p>Description: Creatures that fly can make dive attacks. </p><p>A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double damage.</p></blockquote><p></p>
[QUOTE="Murrdox, post: 838077, member: 10131"] There is a Hover feat which many flying creatures possess that allow it to hover in midair. "Perfect" and "Good" flyers get the effects of this feat for free. Harpies don't have this feat, thus they always need to keep flying. The chart for flying manuverability says that flyers with "Average" manuverability need to move at least half of their movement to stay in the air. Here's the effects if they fail to maintain their speed. 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. EDIT Here's the Dive ability for ya. Dive Attack [Full][AoO: Yes] Description: Creatures that fly can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double damage. [/QUOTE]
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Charging and flyby attack
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