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Fly

Full rules text, use cases, and edge-case handling for this skill.

Dexterity Usable Untrained Armor Check Penalty

Description

Fly governs your ability to control flight, whether through a natural fly speed, a spell (fly, overland flight), magical item, or winged mount. It covers aerial maneuvers, navigating hazards, and performing combat actions while airborne.

Only creatures that have a fly speed (natural or magical) can use this skill. Characters without one cannot attempt Fly checks.

Check

The maneuverability of your fly speed determines the base DC for many aerial maneuvers.

Task DC
Move less than half speed and remain airborne10
Hover in place15
Turn greater than 45° by spending 5 ft of movement15
Turn 180° by spending 10 ft of movement20
Fly up at greater than 45° angle20

Maneuverability Modifiers

Maneuverability Fly Modifier
Clumsy–8
Poor–4
Average+0
Good+4
Perfect+8

Falling: If you fail a Fly check while trying to remain airborne or maneuver, you descend 20 ft (or more, at the GM's discretion). Failing by 5 or more causes you to enter a spin and fall the full distance before recovering.

Wind: Strong or stronger winds impose additional penalties; severe winds require a Fly check each round just to stay airborne.

Action

Most Fly checks are part of your movement and require no additional action. Specific maneuvers (hovering, steep turns) are made as part of the move action that includes them.

Try Again

Yes, each round. Failing to hover or maneuver means you simply descend or fail to turn — you try again next round as normal movement.

Special

  • Armor Check Penalty: Applies to all Fly checks.
  • Fly spell: Grants a 60 ft fly speed with average maneuverability (+0 modifier). No ranks needed; the spell handles basic flight.
  • Natural fly speed: Winged creatures often have Good or Perfect maneuverability and receive the corresponding bonus on Fly checks.
  • Skill bonus from size: Small creatures receive +2 on Fly checks; Tiny +4; Diminutive +6; Fine +8. Large –2; Huge –4; Gargantuan –6; Colossal –8.
  • Wingover (feat): Allows 180° turns without spending extra movement, effectively making the maneuver automatic.
  • Druid (wild shape): Taking a flying animal form grants the form's fly speed and maneuverability.

Clumsy fliers: Clumsy maneuverability creatures cannot hover and must always move at least half their fly speed each round. Any check that would normally allow hovering automatically fails for clumsy fliers.

Untrained

Yes, if you have a fly speed. Characters with a natural fly speed may use Fly untrained; those using a spell or item can also use it untrained. The skill simply reflects how well-practiced you are at aerial movement.