Movement: Difference between revisions

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* '''Armor Check Penalty Applies?''' Yes
* '''Armor Check Penalty Applies?''' Yes


You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and forcing your way into and through the spaces occupied by other creatures.  "Movement" is a powerful, large-scale, athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar.  Having the Movement skill does allow you to swim with a skill check, but it does NOT allow you to fly in normal gravity and atmosphere conditions.  Movement does not give you either a Swim move score or a Fly move score.     
You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and forcing your way into and through the spaces occupied by other creatures.  "Movement" is a powerful, large-scale, athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar, and having skill ranks in Acrobatics can help with some uses of Movement.  Having the Movement skill does allow you to swim with a skill check, but it does NOT allow you to fly with a skill check in normal gravity and atmosphere conditions.  Movement does not give you either a Swim move score or a Fly move score.     


{{Template:SkillUse
{{Template:SkillUse
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| Benefit = You are able to perform skillful maneuvers and fly competently, remaining oriented, able to fight, and airborne
| Benefit = You are able to perform skillful maneuvers and fly competently, remaining oriented, able to fight, and airborne
====Avoid Falling After Being Attacked====
You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check(modified by conditions, see below) to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.
====Avoid Falling After Collision====
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check(modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage.
====Negate Falling Damage====
If you are falling and have the ability to fly, you can make a DC 10 Fly check(modified by conditions, see below) to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See [[Types_of_Movement#Falling | Falling Damage]] if you fail this check.


| Action = Part of a Move action, or, as an immediate reaction.
| Action = Part of a Move action, or, as an immediate reaction.
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| Move less than half speed and remain flying || align="center" | 10
| Move less than half speed and remain flying || align="center" | 10
|-
|-
| Hover || align="center" | 15
| Hover in open space without [[Hover]] or [[Greater Flight]] speed || align="center" | 20
|-
| Turn greater than 45° by spending 5 feet of movement || align="center" | 15
|-
| Turn 180° by spending 10 feet of movement || align="center" | 20
|-
| Fly up at a greater than 45° angle || align="center" | 20
|}
|}
}}
}}


You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below.
You generally need only make a Fly check on calm days when you possess [[Lesser Flight]]. Without making a check, a flying creature with Lesser Flight can remain flying at the end of its turn so long as it moves a distance greater than half its speed. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below.
 
If a creature possesses [[Hover]] they must follow the more restrictive rules of that movement type. Note that you cannot hover in open space with only Hover, no matter how well you may roll on a Movement check.
 
If a creature possesses [[Greater Flight]] they are not required to roll a Movement check to either fly at less than half speed or Hover in open space.  If a creature possesses Greater Flight, they receive a +8 modifier on all Movement skill rolls and ignore all modifiers for winds or gusts, although they are still affected by fog, clouds, rain, snow, sleet, hail, lightning, etc.


| Modifiers = Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.   
| Modifiers = Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.   




Size Tiny, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40.  Yes, a Dragon can fly through a tornado a lot better than a Fairy.  Size matters! However, for attempting to hover, turn, or fly upwards, all Size modifiers are reversed.  A Fairy can out-turn a Dragon easily.  Size matters!
Size: Tiny or smaller, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40.  Yes, a Dragon can fly through a tornado a lot better than a Fairy.  Size matters!
 




Feats: If you have the [[Acrobatics]] skill, you get a +2 bonus on Fly skill checks. If you have 10 or more ranks in that skill, the bonus from the Acrobatics skill increases by +4 for each full ten ranks you have. IE, +6 for ten ranks, +14 for twenty, and +18 for thirty.
Feats: If you have the [[Athletic(Feat)]], you get a +2 bonus on Movement skill checks. If you have 10 or more ranks in Movement skill, the bonus from the Athletics feat increases .




Note that many/most of the modifiers are cumulative!  A hurricane is a different environment than a thunderhead, but both are very difficult to fly through.  GM's adjudicate all modifiers and conditions.  Note that a violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution.
Note that many/most of these modifiers are cumulative!  A hurricane is a different environment than a thunderhead, but both are very difficult to fly through.  GM's adjudicate all modifiers and conditions.  Note that a violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution.


| Failure = [[Types_of_Movement#Falling | Falling]]
| Failure = [[Types_of_Movement#Falling | Falling]]
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}}
}}
{{Template:SkillUse
| Skill-Use = Make a Skill Check not to Fall
| Benefit = Avoid Falling
Avoid Falling After Being Attacked
You are not considered flat-footed while using Hover, Lesser Flight, or Greater Flight. If you take damage while flying using any of these movement abilities, you must make a DC 10 Fly check(modified by conditions, see below) to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement. This means that sufficient attacks can force any flying creature to the ground eventually.
Avoid Falling After Collision
If you are using Hover, Lesser Flight, or Greater Flight to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check(modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage.  Your own size modifier does not apply to this roll, since the rarity of finding something bigger then size Titanic to crash into is its own advantage.
Negate Falling Damage
If you are falling and have the ability to use Lesser Flight, you can make a DC 10 Fly check(modified by conditions, see below) to attempt to start flying in mid-fall and negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See [[Types_of_Movement#Falling | Falling Damage]] if you fail this check.
| Action = Part of a Move Action, or, Immediate Reaction
| DC = Varies, see above.
| Modifiers = Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.
Size Tiny or smaller, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40.
| Failure = Falling
| Retry = No.  You may attempt a Movement check once per mishap.
| Provokes = No
}}


{{Template:SkillUse
{{Template:SkillUse

Revision as of 22:36, 16 July 2016

Epic Path \ Skills \


  • Ability Score Used: Strength
  • Usable Untrained? Yes
  • Armor Check Penalty Applies? Yes

You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and forcing your way into and through the spaces occupied by other creatures. "Movement" is a powerful, large-scale, athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar, and having skill ranks in Acrobatics can help with some uses of Movement. Having the Movement skill does allow you to swim with a skill check, but it does NOT allow you to fly with a skill check in normal gravity and atmosphere conditions. Movement does not give you either a Swim move score or a Fly move score.


You are able to perform skillful maneuvers and fly competently, remaining oriented, able to fight, and airborne
Action Required:

Part of a Move action, or, as an immediate reaction.

DC of Check:
Table: Flying Maneuver DCs
Flying Maneuver Fly DC
Move less than half speed and remain flying 10
Hover in open space without Hover or Greater Flight speed 20

You generally need only make a Fly check on calm days when you possess Lesser Flight. Without making a check, a flying creature with Lesser Flight can remain flying at the end of its turn so long as it moves a distance greater than half its speed. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below.

If a creature possesses Hover they must follow the more restrictive rules of that movement type. Note that you cannot hover in open space with only Hover, no matter how well you may roll on a Movement check.

If a creature possesses Greater Flight they are not required to roll a Movement check to either fly at less than half speed or Hover in open space. If a creature possesses Greater Flight, they receive a +8 modifier on all Movement skill rolls and ignore all modifiers for winds or gusts, although they are still affected by fog, clouds, rain, snow, sleet, hail, lightning, etc.

Modifiers to Check

Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.


Size: Tiny or smaller, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40. Yes, a Dragon can fly through a tornado a lot better than a Fairy. Size matters!


Feats: If you have the Athletic(Feat), you get a +2 bonus on Movement skill checks. If you have 10 or more ranks in Movement skill, the bonus from the Athletics feat increases .


Note that many/most of these modifiers are cumulative! A hurricane is a different environment than a thunderhead, but both are very difficult to fly through. GM's adjudicate all modifiers and conditions. Note that a violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

Falling

Retry Allowed?

Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.

Provokes AOO?

No, although the move action itself will often provoke.


Avoid Falling


Avoid Falling After Being Attacked

You are not considered flat-footed while using Hover, Lesser Flight, or Greater Flight. If you take damage while flying using any of these movement abilities, you must make a DC 10 Fly check(modified by conditions, see below) to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement. This means that sufficient attacks can force any flying creature to the ground eventually.


Avoid Falling After Collision

If you are using Hover, Lesser Flight, or Greater Flight to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check(modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage. Your own size modifier does not apply to this roll, since the rarity of finding something bigger then size Titanic to crash into is its own advantage.


Negate Falling Damage

If you are falling and have the ability to use Lesser Flight, you can make a DC 10 Fly check(modified by conditions, see below) to attempt to start flying in mid-fall and negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.

Action Required:

Part of a Move Action, or, Immediate Reaction

DC of Check:

Varies, see above.

Modifiers to Check

Clear, calm skies: +5, clear air or calm air +0, Windy conditions, -5, Strong winds, -10, hurricane-force winds -20, erratic gusts -10, violent gusts -20, fog or mist -5, opaque clouds -10, dark clouds -20, rain, snow, and/or sleet, -5 each, hail -10, massive hail -20, lightning visible -5, lightning close -10, inside a lightning storm, -20.


Size Tiny or smaller, -4, Size Small or Medium, +0, Size Large +4, Size Huge +10, Size Gargantuan +20, Size Colossal +30, Size Titanic +40.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

Falling

Retry Allowed?

No. You may attempt a Movement check once per mishap.

Provokes AOO?

No


Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure
Retry Allowed?
Provokes AOO?


Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure
Retry Allowed?
Provokes AOO?