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Lightlawbliss
2013-08-24, 01:49 AM
Flight Handbook
Intro
Work in progress
Flight. The only more common movement in most D&D campaigns is walking, but it can be very hard to grasp how it works.


SRD Flight movement page: http://www.d20srd.org/srd/movement.htm#tacticalAerialMovement

Acquiring
How do you get a fly speed, The following is some ways. I know I don't have all the ways to get a fly speed. Feel free to give any I missed.

Fly: (PH) When more people think about getting flight, this is what they think of. There is a good reason for this. 60 ft per move action and good manouverability will cover most of your flying needs. Sor/wiz 3 travel 3
Swift fly: (SC) Fly spell for one round as a swift action. With Persist this spell is much better. Sor/Wiz 2 Bard 2 druid 3
Wings: If you have them, you were likely born with them, got them from magic, or took a feat to get them. This is the most common way to get flight and many other methods interact with this one.
warlock invocations(24 hour duration)
Winged Template flight speed= land speed+20 (maneuverability based on dexterity) +2 LA from Savage Speicies (3.0)
Half-Celestial at 2x base land speed good maneuverability +4 LA (MM)
Half-Fiend at 1x base land speed average maneuverability +4 LA (MM)
Any lycanthrope who has an animal form that can fly
Wildshape, or spells such as polymorph to change into creatures that can fly as due to physical abilities such as wings but not supernaturally.
Druid 5 (Aspect of the Dragon variant), Dragon Magic, equal to land speed (good)
Favoured Soul 17, Complete Divine, 60' (good)
Aminal Lord (birdlord) 3, ecl 8, Complete Adventurer, equal to land speed, duration improves at level 7, see text
Geomancer 9, ecl 15, Complete Divine, 60' (no manoeuverability listed)
Rainbow Servanat 4, ecl 9, Complete Divine, 60' (good), limited use, see text
Raptoran, race, Races of the Wild - improves with level
Aarakocra, race, Races of Faerun - 90' (average), LA+2
Elemental Warrior (air) 4, ecl 11, Planar Handbook - 20' (perfect)
Starspawn, abberation feat, Lords of Madness - half land speed
Eagle's Wings, wild feat, Complete Divine - grow wings for 1 hour, 60' (average)
Feathers (Masters of the Wild, Dru 4): Polymorph the *entire party* (one creature per CL) into a feathered animal of small size or smaller, lasts 1 hour/CL.
Fire Wings (Spell Compendium, Dru 3): 60' (good) fly speed, and you can hit people with both fire wings as natural weapons for 2d6 fire damage.
Winged Watcher (Complete Scoundrel, Dru 1): 1st level Druid spell, polymorph into an owl or raven (40' fly speed, average maneuverability) for 1 round/CL.
Dragonborn (Wings aspect), template, Races of the Dragon - improves with level, eventually 30' (average)
Improved Dragon Wings, feat, Races of the Dragon, 30' (average)
Paladin 5 (Lion Legionnaire substitution level), Champions of Valor - temporary flight at land speed
Airstep Sandals, soulmeld, Magic of Incarnum, 10'/essentia (good/perfect)
Incarnate Avatar (good or evil), soulmeld, Magic of Incarnum - 30' (good)
Manticore Belt, soulmeld, Magic of Incarnum - 10' or more (poor) plus flyby attack
Pegasus Cloak, soulmeld, Magic of Incarnum - 10' or more (average)
Dragon Disciple 9, ecl 14 - equal to land speed (average)
Geryon, vestige, ecl 10, Tome of Magic - 60' (perfect)
Buffeting Wings, draconic graft, Races of the Dragon - equal to land speed (average)
Feathered Wings, fiendish graft, Fiend Folio - twice land speed (average)
Membranous Wings, fiendish graft, Fiend Folio - twice land speed (average)
Dragon Mantle, soulmeld, Dragon Magic, 10'/essentia (poor) - must land at end of each turn, see text
Diamond Dragon 6, ecl 11, Dragon Magic - 30'+ (perfect), see text
Swift Wing 5, ecl 10, Dragon Magic - equal to land speed (good), twice land speed at level 10
outsider Wings, feat, Races of Faerun - equal to land speed, Aasimar or Tiefling only
Celestial Flight, Enlightened Spirit invocation, ecl 8, Complete Mage - equal to land speed
Born Aloft, reserve feat, Complete Mage - 30' (perfect), limited use, see text
Rising Phoenix, Desert Wind stance, Tome of Battle - equal to land speed (perfect)
High Elemental Binder 10, ecl 15?, Player's Guide to Eberron - 100' (perfect), see text
Child of Shadow 10, ecl 15, Tome of Magic - 40' (perfect) 1 minute per day, incorporeal, see text
Psion Uncarnate 2, ecl 7, Expanded Psionics Handbook - equal to land speed (perfect), see text
Ritual of Wings, Dragon Prophecy Ritual, ecl 10, Magic of Eberron, equal to land speed (or more), duration 24 hrs, see text
High Elemental Binder 10, ecl 15?, Player's Guide to Eberron, 100' (perfect), see text
Shifter w/Swiftwing trait, Races of Eberron, 20' (average)
Animal Devotion, feat, Complete Champion, 40 + 5-20' (good), once per day, see text




Improving
Ok, so you have a fly speed but you want better? Your in Luck.

Lord of the Sky - Page 69 Dragon Magic
Pectoral of Maneuverability - Page 83 Draconomicon. increase maneuverability by one step
Improved Flight, feat, Races of the Wild, improves flight maneuverability by one category
Swiftwing Elite, shifter feat, Races of Eberron, +10' and maneuverability improves to good, while shifting
Atavist 5 (cautious spirit), ecl 10, Races of Eberron, +5' for all movement modes
Air Heritage, heritage feat, Planar Handbook - +30'
Improved Speed, feat, Draconomicon - existing fly speed +20', all others +10'
Raptoran Fighter 8, substitution level, Races of the Wild - +10'
Stormtalon 3, 5, 9/10, ecl 6, Races of the Wild - +10/+20/+40'
Fly, domain, Races of the Wild - +5'
Aeriel Alacrity, spell, Races of the Wild, +30' and improve maneuverability one step
Heart of air (CM, 106) gives a ten foot enchantment bonus to your fly speed for hour/level, and can be expended for an also flight important round/level feather fall.

Lightlawbliss
2013-08-24, 01:50 AM
2D Maneuverability
Moving while flying is mostly two dimensional, essentially a more restricted walking. When moving while flying, most movement methods are more restricted then you would be on the ground. When Flying in the 2D the components of your fly maneuverability, As given on the table in the DMG or at the link given above, that we care about are: Minimum forward speed, Hover, Move backwards, Reverse, Turn, Turn in place, and Maximum turn. Let's first cover what these are.

Maneuverability Table

Minimum Forward Speed: This can be summarized as "move this far every turn or fall". Clumsy, poor, and Average Maneuverability all must move at least half their fly speed every round to stay aloft. Perfect and good maneuverability can just stand there.

Hover: A Redundant line on the table. This is effectively a true false for the condition "no minimum forward speed".

Move backwards: This is asking if whoever is flying can fly facing where they were in addition to where they will be (not at the same time though). Conveniently the same list as Hover

Reverse: How hard is it to go from traveling in the x+ direction to the x- direction without turning. Nobody that can't move backwards need worry about this. Good Maneuverability looses 5 ft of movement when they do this and Perfect has no cost.

Turn: Sharpest turn possible over the distance you need to travel to do so. Be warned, when moving larger creatures it is possible that what you can do with one square you can't do with another.

Turn in Place: How much you can turn without moving over the cost to turn without moving.

Maximum Turn: Turn plus Turn in place. This line is a quick glace aid for deciding If you can make that turn or not.

Maneuverability types

Clumsy: The worst of the movement modes. Clumsy is unable to navigate your average dungeon, hallway, or alley: which makes it far from ideal for adventuring. It requires 10 squares to turn 45 degrees. Clumsy flight making it's tightest turn creates a 35 ft diameter circle when making a full loop. Remember to watch out for clipping the walls as you turn.

Poor: Noticeably better then clumsy but still not a good choice for refined tactical movements. You still can't muster a 90 degree turn in the air so 5 ft wide (or thinner) tunnels and halls will still be impossible to turn inside of mid air.

Average: the lowest fly speed usable for a 90 degree turn. No more creative methods needed to fly around a corner. Don't underestimate the ability to turn, it tends to be something people take for granted.

Good: For the most part, you are walking on air

Perfect: Maneuverability and lots of it. If you ignore height, this is ground movement with a lot less problems.

Lightlawbliss
2013-08-24, 01:51 AM
Managing Height
Height. If flying is hard on your brain, this is likely a big cause.

Maneuverability Table

The lines of the Maneuverability table that matter when moving up and down are: Up angle, Up speed, Down angle, down speed, and between up and down. Unlike the 2D Maneuverability, none of these are just to simplify.

Up angle: How steep is the steepest you can climb? 0 degrees is flat, 45 degrees is 1 to 1 slope, 60 degrees is a 3 to 2 slope. What this means is that unless you are using good or perfect maneuverability, you have to move on the 2D as you climb. For example, If someone with Poor Maneuverability Wanted to climb 60 feet up, he would also have to move 60 ft in a flat line. Because of the D&D 3.5 rules for diagonals, we multiply that by 1.5 for the actual diagonal distance and so it takes him 90 ft of movement to climb 60 ft up.

Up speed: Everyone who doesn't have Perfect Maneuverability moves at half speed when climbing. Keep in mind this doesn't change how fast you have to move to stay up. To continue the previous example, Assume that guy has a fly speed of 60. When moving those 90 ft diagonally to climb 60 ft, each move action can only move him 30 ft, and he has to move at least 30 ft to stay aloft. It is going to take him 3 move actions to make that climb.

Down angle: Same as up angle, but for going down.

Down speed: Everyone goes twice as fast when dropping altitude.

Lightlawbliss
2013-08-24, 01:52 AM
Tricks and Tips
Feel free to give any you have.

With Flight
Staying out of Range of attack is much easier when You are high above your target. This is especially good with spells and ranged weapons.

Flight can be used to cross hole, pits, and similar annoyances

Against Flight
Bows and spells can go a long way up

Lightlawbliss
2013-08-24, 01:54 AM
Reserve post

Lightlawbliss
2013-08-24, 01:55 AM
Resources
• http://www.wizards.com/default.asp?x=dnd/rg/20040629a



This is my First attempt at a Handbook. Any productive advice is appreciated.

Yogibear41
2013-08-24, 02:49 AM
I will watch this with great anticipation :smallsmile:

Few more ways to gain flight are warlock invocations(24 hour duration)

Winged Template flight speed= land speed+20 (maneuverability based on dexterity) +2 LA from Savage Speicies (3.0)

Half-Celestial at 2x base land speed good maneuverability +4 LA (MM)

Half-Fiend at 1x base land speed average maneuverability +4 LA (MM)

Any lycanthrope who has an animal form that can fly

Wildshape, or spells such as polymorph to change into creatures that can fly as due to physical abilities such as wings but not supernaturally.

Their are also plenty of races that naturally have wings.

Another thing to consider is the fly skill used in pathfinder and the rules that follow it, game I play in is strictly 3.5 but my DM uses the fly skill and rules from pathfinder as well.

SowZ
2013-08-24, 02:57 AM
A bit of advice. Make sure to focus on the various ways to get flight, (items, spells, templates, races. etc.) and how to improve your fly speed/feats that get flight bonus/ways to improve maneuverability, etc. moreso than spending too much time explaining how flight itself works. Just my advice.

Mnemnosyne
2013-08-24, 03:05 AM
The Lord of the Sky spell comboed with the Pectoral of Maneuverability will give anyone a perfect maneuverability, because Lord of the Sky bumps you up to Good maneuverability, and the Pectoral improves it by +1 on top of that. Useful combo to mention.

Edit:
Lord of the Sky - Page 69 Dragon Magic
Pectoral of Maneuverability - Page 83 Draconomicon

rockdeworld
2013-08-24, 03:48 AM
More ways to get flight, from the lists of stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff):

Druid 5 (Aspect of the Dragon variant), Dragon Magic, equal to land speed (good)
Favoured Soul 17, Complete Divine, 60' (good)
Aminal Lord (birdlord) 3, ecl 8, Complete Adventurer, equal to land speed, duration improves at level 7, see text
Geomancer 9, ecl 15, Complete Divine, 60' (no manoeuverability listed)
Rainbow Servanat 4, ecl 9, Complete Divine, 60' (good), limited use, see text
Raptoran, race, Races of the Wild - improves with level
Raptoran Fighter 8, substitution level, Races of the Wild - +10'
Stormtalon 3, 5, 9/10, ecl 6, Races of the Wild - +10/+20/+40'
Aarakocra, race, Races of Faerun - 90' (average), LA+2
Fly, domain, Races of the Wild - +5'
Aeriel Alacrity, spell, Races of the Wild, +30' and improve maneuverability one step
Elemental Warrior (air) 4, ecl 11, Planar Handbook - 20' (perfect)
Starspawn, abberation feat, Lords of Madness - half land speed
Eagle's Wings, wild feat, Complete Divine - grow wings for 1 hour, 60' (average)
Improved Speed, feat, Draconomicon - existing fly speed +20', all others +10'
Dragonborn (Wings aspect), template, Races of the Dragon - improves with level, eventually 30' (average)
Improved Dragon Wings, feat, Races of the Dragon, 30' (average)
Paladin 5 (Lion Legionnaire substitution level), Champions of Valor - temporary flight at land speed
Airstep Sandals, soulmeld, Magic of Incarnum, 10'/essentia (good/perfect)
Incarnate Avatar (good or evil), soulmeld, Magic of Incarnum - 30' (good)
Manticore Belt, soulmeld, Magic of Incarnum - 10' or more (poor) plus flyby attack
Pegasus Cloak, soulmeld, Magic of Incarnum - 10' or more (average)
Dragon Disciple 9, ecl 14 - equal to land speed (average)
Geryon, vestige, ecl 10, Tome of Magic - 60' (perfect)
Air Heritage, heritage feat, Planar Handbook - +30'
Buffeting Wings, draconic graft, Races of the Dragon - equal to land speed (average)
Feathered Wings, fiendish graft, Fiend Folio - twice land speed (average)
Membranous Wings, fiendish graft, Fiend Folio - twice land speed (average)
Dragon Mantle, soulmeld, Dragon Magic, 10'/essentia (poor) - must land at end of each turn, see text
Atavist 5 (cautious spirit), ecl 10, Races of Eberron, +5' for all movement modes
Diamond Dragon 6, ecl 11, Dragon Magic - 30'+ (perfect), see text
Swift Wing 5, ecl 10, Dragon Magic - equal to land speed (good), twice land speed at level 10
Pectoral of Maneuverability, item, Draconomicon, increase maneuverability by one step
outsider Wings, feat, Races of Faerun - equal to land speed, Aasimar or Tiefling only
Celestial Flight, Enlightened Spirit invocation, ecl 8, Complete Mage - equal to land speed
Born Aloft, reserve feat, Complete Mage - 30' (perfect), limited use, see text
Rising Phoenix, Desert Wind stance, Tome of Battle - equal to land speed (perfect)
High Elemental Binder 10, ecl 15?, Player's Guide to Eberron - 100' (perfect), see text
Child of Shadow 10, ecl 15, Tome of Magic - 40' (perfect) 1 minute per day, incorporeal, see text
Psion Uncarnate 2, ecl 7, Expanded Psionics Handbook - equal to land speed (perfect), see text
Ritual of Wings, Dragon Prophecy Ritual, ecl 10, Magic of Eberron, equal to land speed (or more), duration 24 hrs, see text
High Elemental Binder 10, ecl 15?, Player's Guide to Eberron, 100' (perfect), see text
Shifter w/Swiftwing trait, Races of Eberron, 20' (average)
Swiftwing Elite, shifter feat, Races of Eberron, +10' and maneuverability improves to good, while shifting
Animal Devotion, feat, Complete Champion, 40 + 5-20' (good), once per day, see text

Special Mention
Improved Flight, feat, Races of the Wild, improves flight maneuverability by one category
Edit: Also, the List of Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?t=187851) has some things to say about flight.

I think the moral of flight is that the designers never really anticipated people using it when they sold their 2-D board pieces, and like most parts of D&D that require extensive note-taking, it's better done on a forum than at a table.

Speaking from my own experience, I've never had any issues figuring out how flight works. What problem does this handbook solve?


Wings: If you have them, you were likely born with them.
Dragonborn of Bahamut and the Feathered Wings graft beg to differ, as they're on most of the characters I've seen with wings.

Saintheart
2013-08-24, 06:14 AM
One point is that depending on the composition of the enemy or party against you, you might be better served treating that flight allowance as a sort of glorified leap across the battlefield.

The requirement to keep half movement in reserve is only a hindrance if you aren't going to land that same round or don't have some means of avoiding the whole "falling to the ground" thing that follows at the end of the round. Feather Fall, ideally in a ring form, assists with this or at least prevents damage from the fall if you hit. A flight allowance works arguably a lot better this way because you can then use the whole of your allowance in a turn: typically flight speeds are equal to or superior to ground movement speeds, and benefit from haste. Disengaging from combat by a glorified jump of about 200 feet in a single round (50 x 4, Run move) is a pretty potent way to get away from a 10 foot reach. :smallsmile:

rockdeworld
2013-08-24, 12:47 PM
Disengaging from combat by a glorified jump of about 200 feet in a single round (50 x 4, Run move) is a pretty potent way to get away from a 10 foot reach. :smallsmile:
I'm not sure I agree. You'll provoke at least one, if not two AoOs, and if you're up against the Horizon Tripper or Jack B Quick or the Gatling Gun Chain Tripper, that's 2 too many, even aside from the fact that you're going to take some damage. It seems to me that teleportation, like with an Anklet of Translocation, is a better option.

eggynack
2013-08-24, 12:53 PM
Heart of air (CM, 106) adds gives a ten foot enchantment bonus to your fly speed for hours/level, and can be expended for an also flight important rounds/level feather fall. It's a pretty nifty spell.

Vortenger
2013-08-24, 01:31 PM
Thanks for working on a new handbook, Lightlawbliss! This is going to be fantastically useful for helping out the two budding mages I'm coaching.

Lightlawbliss
2013-08-24, 03:04 PM
Thanks for working on a new handbook, Lightlawbliss! This is going to be fantastically useful for helping out the two budding mages I'm coaching.

Glad to here it is helping

I believe I have everything updated so far.

rockdeworld
2013-08-25, 12:32 AM
It is helping someone? I was wrong, then. But in this case, I don't mind being wrong :smallsmile:

By the way, on that same link I posted (lists of stuff) are ways to increase your speed. Many speed increases (like the Dark template) also affect your fly speed. Others that only affect your land speed may indirectly affect your fly speed if it's based on your land speed, like with the Skin of the Celestial Embrace item or the Winged template.

Kristinn
2013-08-25, 09:03 AM
A few things missing:

The Cleric 4 spell "Lesser Holy Transformation" gives you a flight speed of 60 ft. (good).

The Cleric domain "Sky domain" gives you +5 ft. to your existing flight speed.

The Sorc/Wis 4, Sky 3 spell Enduring Flight makes you fly at normal speed in Medium armor and with Medium load, and doubles the duration of flight if it is limited.

The Sorc/Wis 4, Sky 4 spell Aerial Alacrity increases your flight speed by 30 ft. and improves maneuverability by one step, and gives a +1 Dodge bonus to AC and Reflex saves. Casting time is swift action, and it lasts minutes per level, it's a real gem.

The Sky 8 spell Mastery of the Sky upgrades your maneuverability to Perfect, and gives you a 50% miss chance against melee attackers, along with other benefits.

Maginomicon
2013-08-25, 09:15 AM
What I want to know is: What exactly is a "turn" if there's no "facing"? Is there facing for flight? If so, what's it based on? The last square I moved from?

Some graphics that show each maneuverability rating's turn capabilities in terms of squares would be nice. Square-by-square movement diagrams please!

Lightlawbliss
2013-08-25, 09:20 AM
-snip-

Where is the sky domain?

Edit:

Some graphics that show each maneuverability rating's turn capabilities in terms of squares would be nice. Square-by-square movement diagrams please!

For all of them or what?

Maginomicon
2013-08-25, 09:32 AM
For all of them or what?Not necessarily for all of them if it would be redundant, but each unique case for turns. (90°/5 ft. , 45°/5 ft. , 45°/10 ft.) as their own diagrams. Basically, it'd be ideal to show the anatomy of an actual turn. Every time I was flying around I had to take wild guesses as to how far I could veer off of a straight line in order to turn. Is it that maneuverability is so fine-grained that I'm over-thinking it?

Also, including the maneuverability table itself as a table would be nice.

Lightlawbliss
2013-08-25, 09:43 AM
Also, including the maneuverability table itself as a table would be nice.

Link at the top of the Handbook

I'll see what I can do about the turn pics, I can see how that would be usefull.

rockdeworld
2013-08-25, 10:06 AM
What I want to know is: What exactly is a "turn" if there's no "facing"? Is there facing for flight? If so, what's it based on? The last square I moved from?
In the interest of answering this quickly, I can explain the first part.

Turn doesn't really matter unless you're moving. If the entry for turn doesn't say "any," then you can't just start going left or right as part of your movement the way you can on the ground. You have to make a wider turn, like a car going at high speed. I found this picture online:

http://www.wizards.com/dnd/images/Draco_Maps/Draco_D2.jpg

For a concrete example that refers to the picture, take the Fly spell. It grants 60 ft fly speed with Good maneuverability. Once you're in the air, you can turn 90°/5 ft. That means if you want to make a 90° right turn (eg. to avoid hitting a wall), you have to move 5 ft forward, then you can fly to the right. To make that a complete 180° turn, you have to move forward another 5 ft. That's what the figure in the middle of the picture is doing.

Now let's say you want to flip around without that forward movement, like the figure on the right. That's where "turn in place" comes in. I admit I haven't dealt with this before, so I might explain it wrong, and anyone else can correct me if I do.

First look at the table under "Maximum turn" to see if you can do the 180° turn in one square. Under Good maneuverability it says "Any," so you can. In contrast, under Average maneuverability it says "90°", so a creature with Average maneuverability couldn't do it.

Then look back at the "Turn in place" row for Good maneuverability. It says "+90°/-5 ft." That means for each 90° you want to turn, you lose 5 ft of movement. Since you have 60 ft speed, you could move forward 10 ft, turn around at the cost of another 10 ft of movement, and go another 40 ft in the opposite direction. You could also skip the 10 ft forward; I just added it to fit the picture.

Maginomicon
2013-08-25, 10:16 AM
http://www.wizards.com/dnd/images/Draco_Maps/Draco_D2.jpg

For a concrete example that refers to the picture, take the Fly spell. It grants 60 ft fly speed with Good maneuverability. Once you're in the air, you can turn 90°/5 ft. That means if you want to make a 90° right turn (eg. to avoid hitting a wall), you have to move 5 ft forward, then you can fly to the right. To make that a complete 180° turn, you have to move forward another 5 ft. That's what the figure in the middle of the picture is doing.
So in other words, it is fine-grained. Swell...

(By the way, I'm pretty sure you meant that's what the left picture is doing. The middle picture looks to be more about forcing 10 ft of movement forward before a turn than 5 ft per turn as you described.)

Maginomicon
2013-08-25, 10:20 AM
(By the way, I'm pretty sure you meant that's what the left picture is doing. The middle picture looks to be more about forcing 10 ft of movement forward before a turn than 5 ft per turn as you described.)

Actually no, the diagram is just incomplete. The one in the book (Draconomicon page 61) has numbers on it. :smallmad:

Lightlawbliss
2013-08-25, 10:31 AM
...
For a concrete example that refers to the picture, take the Fly spell. It grants 60 ft fly speed with Good maneuverability. Once you're in the air, you can turn 90°/5 ft. That means if you want to make a 90° right turn (eg. to avoid hitting a wall), you have to move 5 ft forward, then you can fly to the right. To make that a complete 180° turn, you have to move forward another 5 ft. That's what the figure in the middle of the picture is doing.

Now let's say you want to flip around without that forward movement, like the figure on the right. That's where "turn in place" comes in. I admit I haven't dealt with this before, so I might explain it wrong, and anyone else can correct me if I do.

First look at the table under "Maximum turn" to see if you can do the 180° turn in one square. Under Good maneuverability it says "Any," so you can. In contrast, under Average maneuverability it says "90°", so a creature with Average maneuverability couldn't do it.

Then look back at the "Turn in place" row for Good maneuverability. It says "+90°/-5 ft." That means for each 90° you want to turn, you lose 5 ft of movement. Since you have 60 ft speed, you could move forward 10 ft, turn around at the cost of another 10 ft of movement, and go another 40 ft in the opposite direction. You could also skip the 10 ft forward; I just added it to fit the picture.

ummm... you can turn in place without moving. You can also turn in place after having turned normally. Does that need to be explained above?

Maginomicon
2013-08-25, 10:37 AM
Actually no, the diagram is just incomplete. The one in the book (Draconomicon page 61) has numbers on it. :smallmad:
http://www.wizards.com/dnd/images/Draco_Maps/Draco_D2.jpg
The captions are:

Left Diagram:

Average Maneuverability
[Small Dragon]
90° turn "costs" 5 feet of movement

20 feet of movement used, 10 feet of distance traveled

The first arrow is captioned "(Small Black) 10, (Large Gray) 5"
The second arrow is captioned "(Small Black) 20, (Large Gray) 15"

Middle Diagram:

Poor Maneuverability
[Medium Dragon]
forward 5 feet, turn 45°

25 of movement used, 25 feet of distance covered

The first arrow is captioned "5"
The second "10"
The third "15"
The fourth "25"

Right Diagram:

Wingover
180° turn "costs" 10 feet of movement

25 feet of movement used, 15 feet of distance traveled

The first arrow is captioned "5"
The second is "10" at the left, "15" at the top, and "20" at the right.
The third "25"

Thinking about why they didn't include that in the gallery makes me :smallfurious:

Maginomicon
2013-08-25, 10:54 AM
Thinking about why they didn't include that in the gallery makes me :smallfurious:

You know what Lightlawbliss? Screw it. Read the "Fighting On The Wing" section and diagrams in Draconomicon pages 59~62. Those should give massive insight into how flight maneuverability works. There's also this diagram (not captioned either, go figure :smallfurious: ) for Clumsy maneuverability.

http://www.wizards.com/dnd/images/Draco_Maps/Draco_D3.jpg

Kristinn
2013-08-25, 10:55 AM
Where is the sky domain?

Races of the Wild, page 174.

rockdeworld
2013-08-25, 11:45 AM
ummm... you can turn in place without moving. You can also turn in place after having turned normally.
Yes, but only if you can hover, which average maneuverability can't. And then it doesn't actually have a mechanical effect unless you're moving.

Edit: To be exact, it does have an effect if you want to turn in place one round, and move the next. Otherwise it doesn't.

Zombulian
2013-08-25, 12:40 PM
Great! Now I can hopefully get a grasp on how any of this works.

I'd like to add a few things to the Acquiring Section:
Seek the Sky - Identical to fly, lasts 5 rounds, has a reverse version that turns someone else's flying off. LvL 3 LEM Utterance ToM

Seek the Sky, Greater - perfect, 120ft, 5 rounds, also has a reverse. LvL 5 LEM Utterance ToM

Darrin
2013-08-25, 01:23 PM
A few spells you might want to add:

Feathers (Masters of the Wild, Dru 4): Polymorph the *entire party* (one creature per CL) into a feathered animal of small size or smaller, lasts 1 hour/CL. Eagles generally have the best fly speed: 80' (average).

Fire Wings (Spell Compendium, Dru 3): 60' (good) fly speed, and you can hit people with both fire wings as natural weapons for 2d6 fire damage.

Winged Watcher (Complete Scoundrel, Dru 1): 1st level Druid spell, polymorph into an owl or raven (40' fly speed, average maneuverability) for 1 round/CL.

Some others:

Windwalker 10 (Faiths & Pantheons): Ride the Winds (Su), gain a fly speed of 100' (good).

Divine Minion template (Hate of the Cobra article (http://www.wizards.com/default.asp?x=dnd/mb/20050209a)): Wild shape as an 11th level druid, form determined by your deity, and several offer hawk as an option.

Half-Fey template (Fiend Folio) or savage progression (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) levels, fly speed = 2x land speed, good maneuverability. The Unseelie Fey template (Dragon Compendium) can also give you wings, but is widely regarded as too cheesetastic for LA +0.

Phylactery of Change (11200 GP, A&EG): all-day polymorph up to 7 HD.

Fleshshifter Armor (13160 GP, BoVD): +1 leather armor, alter self at will.

Endarire
2017-12-12, 06:21 PM
Feathers combos well with the Transmutation spells snowshoes (Cleric1, Druid1, Ranger1 - single target) and mass showshoes (Cleric3, Druid3, Ranger3 - 1 target per caster level) from Frostburn for +10' speed to all movement modes for 1 hour per caster level. Just don't think too hard about how snowshoes lets you fly or swim or climb or burrow faster.

ayvango
2017-12-12, 07:01 PM
What about inertia? Suppose that you have expended spell that allows you to fly. Would you keep some part of speed that you has previously? If you have speed about 4 km / sec last round how much of it do you keep in the next round?