Minimum forward movement speed - you must move this number of actual movement each round or you start to fall. Maximum turn - this is the amount of turning you can preform without moving squares.
Minimum forward movement speed - you must move this number of actual movement each round or you start to fall. Maximum turn - this is the amount of turning you can preform without moving squares.
Minimum forward movement speed - you must move this number of actual movement each round or you start to fall. Maximum turn - this is the amount of turning you can preform without moving squares.
- You must move this number of actual movement (not cost of altering directions or some such) each round or you start to fall per the falling rules. For a Hawk, this is 30ft, (1/2 maximum movement). This means that every round you stay airb orn you must burn a move action to keep moving (unless you have a 10ft fly speed and take a flying 5ft step to stay airborn). Hover - no, you can't hover. A creature that can hover has a zero minimum forwar d movement and can stop in the middle of the air. Move Backwards - Flight pays attention to facing. You must pay attention to the direction your character is moving. You cannot fly backwards as a hawk, you have to actually turn around. Reverse - If you could fly backwards, this is the amount of your total distance lost in making a u-turn inside a single square. You can't as a hawk. Turn - This is the amount of turning you can do per square covered by movement. A Hawk can turn 45 degrees per square. This means that a hawk can make a banking turn and twist around 180 degrees, but it will cover 6 squares of movement and he will end up 20ft to his left or right. This form of turning does not cost mov ement. Think of this as turning without slowing down. Turn in place - This is the amount of turning you can preform without moving squ ares. This costs movement. A hawk can loose 5ft of movement to turn an extra 45 degrees per square moved. This allows a Hawk to make a breaking turn by moving f orward (turning 45 degrees for free), turning an extra 45 degrees for 5ft of mov ement, moving forward (now right or left of his original facing) and turning 45 degrees for free, followed by turning 45 degrees for an extra 45 degree turn. Th en to finish off the hawk moves forward (he has turned full 180 from his origina l position) and ends up one square to the left or right of his starting position , using 25ft of movement and actually moving 15ft (this is the part that counts towards not falling) Maximum turn - This is the sum of the creatures tun + turn in place. This is the maximum change in direction per square moved. A hawk can make a 90 degree turn in a square, no more. Up angle - This is the maximum angle you can fly up. A hawk must fly roughly one square forward for every 2 squares he moves up. Thus he moves 15 feet and manag es to climb 10. Up speed - But those up squares cost double, so it costs him 25ft of movement. Down angle - A hawk can move down at any angle, just watch out to save yourself enough movement to make that turn at the end or faceplant in the ground after a divebomb. Some creatures can't fly strait down. Down speed - You also move faster while going down. Each 10ft of downward moveme nt cost 5ft of fly speed, so you can dive 120ft as a move action. Between up and down - You must move 5ft horizontally between flying down and fly ing back up. This means that you must have 15ft of horizontal space, and 20ft of movement left to break out of a dive. (10ft to make a 90 degree turn out of the dive moving 5 foot (bottom square of the dive), 5 ft of movement between up and down, and 5ft of movement turning back up.