Maneuver in Flight
A risky aerial maneuver, like a steep dive or sharp climb, tests a flier's control and can go wrong in the GM's discretion.
Move
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Success You succeed at the maneuver.
Failure Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical Failure As failure, but the consequence is more dire.
Trained steep ascent or descent
Action Cost Single Action
Requirements You have a fly Speed.
This product includes content derived from the Pathfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.