Flying and Aerial Combat
The Fly Skill is to be used when
-Move less than half speed and remain flying
-Turning greater than 45 degrees at any point during a move action (you can change facing in between turns with no penalty for some reason)
-Turn 180 degrees by spending 10 feet of movement
-You cannot use wing attacks while flying
-You can only use the full attack option when moving less than half speed or hovering (-2 for half speed attacks)
-There will only be 3 altitudes during combat to start, the playing field, advantage height, disadvantage height).
About This Section Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue uses these rules extensively, but others can gain access to them with a new feat.
In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue to make the rogue the true master of skills.
Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.
With sufficient ranks in Fly, you earn the following.
5 Ranks: A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.
10 Ranks: A successful DC 30 Fly check allows you to ascend at a 45-degree angle at full speed. You treat falls after midair collisions as 10 feet shorter with a successful DC 10 Fly check, plus 10 feet for every 10 points by which you exceed the DC.
15 Ranks: A successful DC 30 Fly check allows you to make a 90-degree turn without sacrificing movement, or a 180-degree turn by sacrificing 5 feet of movement. You are considered one size category larger when determining wind effects on Fly checks.
20 Ranks: A successful DC 35 Fly check allows you to fly straight up at full speed. You are considered two size categories larger when determining wind effects on Fly checks.