Flight Feats

AERIAL REFLEXES [GENERAL] [Flight]

Your aerial agility allow you to avoid dangerous effects while airborne.

Prerequisites: Ability to fly (naturally, magically, or through shapechanging)

Benefit: While flying, you gain a bonus on Reflex saves based on your maneuverability.

Maneuverability Bonus

Clumsy +0

Poor +1

Average +2

Good +3

Perfect +4

AERIAL SUPERIORITY [GENERAL] [Flight]

You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver.

Prerequisites: Ability to fly (naturally, magically, or through shapechanging)

Benefit: While flying, you gain a +1 dodge bonus to Armor Class against opponents who cannot fly or have a lower maneuverability than you.

BORN FLYER [GENERAL] [Flight]

You can fly as though born to do it.

Prerequisite: Dex 13, Ability to fly (naturally, magically, or through shapechanging)

Benefits: You gain a +4 competence bonus on saves or checks you make to maneuver in the air or to stay aloft. If you do not have a natural fly speed, this feat allows you to take feats that have a natural fly speed as a prerequisite.

DIVING CHARGE [GENERAL] [Flight]

You can dive down at a target to deal a devastating strike.

Prerequisites: Ability to fly (naturally, magically, or through shapechanging)

Benefit: When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fl y speed. (The damage bonus is based on your fl y speed, not how far you have moved in your charge.)

Fly Speed Damage Bonus

30 feet or slower +1d6

31 to 90 feet +2d6

91 feet or faster +3d6

In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground.

IMPROVED FLIGHT [GENERAL] [Flight]

You have gained greater maneuverability when flying than you would normally have.

Prerequisite: Ability to fly (naturally, magically, or through shapechanging)

Benefit: Your maneuverability while flying improves by one category.

WINGED WARRIOR [TACTICAL]

You use your wings for more than just flying.

Prerequisites: Hover, must have wings, base attack bonus +4

Benefit: The Winged Warrior feat enables the use of three tactical maneuvers.

Dustup: To use this maneuver, you must be standing in, or flying no more than 10 feet above, an area with a lot of loose debris. If you flap your wings hard as a move action, the draft creates a hemispherical cloud with a radius of 20 feet. Clear vision within the cloud is limited to 10 feet. Creatures 11 to 20 feet away have concealment. At over 20 feet, creatures have total concealment. Those caught in the cloud must succeedon a Concentration check (DC 10 + 1/2 your character level)

to cast a spell.

Flying Leap: To use this maneuver, you must move a distance greater than your base land speed during the round. If you do, you gain a +4 bonus on Jump, Balance, and Climb checks because your wings give you lift and stabilize you.

Shroud of Feathers: To use this maneuver, you must spend a move action to pull your wings around your body. You cannot be flying during this maneuver. You can then attempt to feint in combat (as described in the Bluff skill) as part of your attack, suddenly spreading your wings to reveal your weapon just as it’s about to land a blow. The shroud of feathers maneuver works on a given foe only once per combat.

Special: The Hover feat grants creatures of Large size or larger a bigger dust cloud than that granted with the dustup maneuver. A fighter may select Winged Warrior as one of his fighter bonus feats.