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Sudden Shift: What maneuverability when flying?

Nathan

First Post
My question is about the spell-like ability "Sudden Shift" that is described on page 70 in the PHB II. It says:

"You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed..."

How can I discern which kind of maneuverability I get when using the fly option of this spell-like ability?

Nathan
 

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DarkJester

First Post
Well, they sure don't give one. I'd give them poor or average maneuverability myself as you are basically sprouting wings for a turn.
 

Nathan

First Post
DarkJester said:
Well, they sure don't give one. I'd give them poor or average maneuverability myself as you are basically sprouting wings for a turn.
I was thinking whether there was a default maneuverability for fly speeds whenever non is given explicitely.
 

frankthedm

First Post
Nathan said:
I was thinking whether there was a default maneuverability for fly speeds whenever none is given explicitely.
There is not. Average seems fine though.

Fly
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:

Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Average: The creature can fly as adroitly as a small bird.
Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely maneuver at all.

A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.

Flight (Ex or Su)
A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
 

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