Variant Rules - Flying
Base Rules

All flying rules are the same as in the base game, except where noted below.

Creatures with a Fly speed may use either their Acrobatics or Athletics (whichever is higher) as their Flight skill.

Players who gain a Fly speed may choose Acrobatics or Athletics as their Flight skill. If untrained in that skill, they are treated as Trained in that skill.

Any player or creature that takes damage while flying will fall unless they succeed a Flight check or Fortutude save vs a DC equal to 5 + half the damage taken.

You may use their Flight skill for Maneuver in Flight.

Arrest a Fall is now as follows:

Arrest a Fall
Reaction
Requires:  You have a Fly speed.
Trigger:  You would fall.

Attempt a Flight check or a Reflex save vs a DC of 15, plus 1 for every 50 feet you would fall that round.
  • Critical Success: Halve the total distance you would have fallen. You remain airborne at your new altitude.
  • Success: You land without taking fall damage. If you fell from height greater than 500 feet, you instead lose 500 feet of altitude.
  • Failure: You take half damage from falling, and are Stunned 1.
  • Critical Fail: You take full damage from falling, and are Stunned 3.

Players and creatures with a Fly speed gain access to the following:

Glide
Free Action
Requires:  Master in your Flight skill
Trigger:  Your turn begins

Fly horizontally up to your Fly speed. You lose 5 feet of altitude for every 10 feet of horizontal movement.
Effortless Hover
Free Action
Requires:  Legendary in your Flight skill
Trigger:  Your turn begins

You Fly 0 feet to Hover in Place.

Sprites and Strix *

The following is a set of feats designed to replace the flying Ancestry feats that Sprites and Strix normally gain at levels 1, 5, and 9.

* At the GM's discretion, other ancestries that normally have access to flying at level 1 may take this feat.

Natural Flight
Level 1
Requires: Sprite, Strix, or per GM's discretion.

Choose Acrobatics or Athletics. This counts as your Flight skill, and you become Trained in that skill.

You gain a Fly speed of 10 feet, plus 5 feet for each proficiency rank in your Flight skill.

You may use the Fly action once per turn. This increases to twice per turn if you are an Expert in your Flight skill, and 3 times per turn if you are a Master in your Flight skill.

If you are airborn at the start of your turn, you must end that turn on solid ground. If you dont, you immediately fall and automatically fail any Arrest a Fall check.

You may remain airborn an additional round for every 2 levels above 1st level.

Special:  Sprites may use a Fly action to Levitate 2 feet off the ground. They count as being on solid ground as long as they end their Fly action within Levitate distance.
Full Natural Flight
Level 9
Requires:  Natural Flight

Increase the proficiency rank of your chosen flight skill by 1 step (up to Master rank).

You gain permanent flight.

Other Ancestries

The following is a set of feats designed to replace the flying Ancestry feats that other races normally gain at levels 5 and up.

Acquired Flight
Level 5
Requires: Any other ancestry with ancestry feats that grant flying.

Choose Acrobatics or Athletics. This counts as your Flight skill, and you become Trained in that skill.

You gain a Fly speed of 10 feet, plus 5 feet for each proficiency rank in your Flight skill.

You may use the Fly action once per turn. This increases to twice per turn if you are an Expert in your Flight skill, and 3 times per turn if you are a Master in your Flight skill.

If you are airborn at the start of your turn, you must end that turn on solid ground. If you dont, you immediately fall and automatically fail any Arrest a Fall check.

You may remain airborn an additional round for every 2 levels above 3rd level.
Full Aquired Flight
Level 13
Requires:  Acquired Flight, Expert in your chosen Flight skill

Increase the proficiency rank of your chosen flight skill by 1 step (up to Master rank).

You gain permanent flight.

Additional Feats

All of the feats below may be taken as an ancestry feat or general feat.

Sturdy Wings
Level 5
Requires:  You have a Fly speed

You become Expert rank in your chosen Flight skill.

You can use your wings for extra balance and leverage, gaining a +1 circumstance bonus to Athletics and Acrobatics when on the ground.
Flyby Attack
Level 9
2 Actions
Requires:  You have a Fly speed, Expert in Athletics

Fly up to your fly speed, making a single melee Strike against an opponent at any point during your movement.

If the Strike deals damage, this movement does not trigger reactions from that opponent.
Evasive Maneuvers
Level 9
Reaction
Requires:  You have a Fly speed, Expert in Acrobatics
Trigger: You are airborne, and are targeted by a weapon or spell attack or must make a Reflex save.

You gain a +1 circumstance bonus to AC or your Reflex save vs the triggering attack or effect, as appropriate.
The bonus increases to +2 if you are Legendary rank in Acrobatics.