Flying with Scion of Arkhosia

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Hi all,

The new Scion of Arkhosia of Dragonborn path in PHB2 allows a dragon of level 12 to fly his speed (at-will power). I wonder how to handle this. I can't seem to find information about flying in the PHB or PHB2 (but I may have missed this). More specifically I have the following questions:

  • Does flying provoke OA? Perhaps it only provokes it at the start point? Or does it provoke OA along the way too?
  • Can you fly over enemies and allies?
  • When you want to fly on a balcony then how exactly would you calculate the allowed distance?


Greetings and thanks,
  • Does flying provoke OA? Perhaps it only provokes it at the start point? Or does it provoke OA along the way too?

Yes. No. Yes. Flying simply gives you an extra dimension of travel, it doesn't let you avoid OAs.
  • Can you fly over enemies and allies?
  • When you want to fly on a balcony then how exactly would you calculate the allowed distance?

Why not?
See the world in 5x5x5 squares.

It's just normal movement with a few extra rules (like if you don't move a certain amount you'll fall). I'm sure someone can cite the rule sources.
You provoke OAs as normal.

Also going straight up and down and diagonally up/down doesn't cost extra movement (DMG, p 47). So you can fly over enemies and to calculate distance between launching point (ie. ground) and destination point (ie. balcony), count the horizontal distance.
[*]When you want to fly on a balcony then how exactly would you calculate the allowed distance?

The maximum distance for any stretch of flight for the Scion of Arkhosia is equal to the dragonborn's speed (generally 5 or 6). If they don't end each move-action on solid ground, they fall. Scions cannot sustain flight until they get Overland Flight.
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The rules on Flight are in the DMG page 47.

There is a new Move action: Fly. You move up to your fly speed, can go up down, diagonally up and down in addition to normal movement rules. You must fly at least 2 squares during your turn, if you fail to you crash at the end of your turn. You can land on any surface you can hold onto or rest, but if you fly into an object like an invisible wall you immediately crash. You can double fly. You provoke opportunity attacks as normal but cannot make opportunity attacks. If you are knocked prone you crash.

Flying can have traits. Altitude limit is the maximum you can safely fly, if at any point you exceed this you crash at the end of your turn. Clumsy flying gives a -4 penalty to attack rolls and defenses while flying. Clumsy grounded creates get a -4 penalty to attacks and defenses when on the ground. Hover allows flying creatures to make opportunity attacks and removes the need for minimum movement under the fly action. Overland flight restricts combat action, loses its minor standard and immediate actions, can only use a move action to Fly, if any other action is taken it crashes.

Crashing is important. Any flying creature that crashes can safely fall its flight speed without taken damage. Otherwise it takes normal falling damage. A creature falls 100 squares each round if it doesn't hit the ground. Each turn a creature can take a standard action to Halt a Descent. It is a DC 30 Athletics check. If it passes it the creatures stops falling. You still must fly to avoid crashing again unless you have hover.

Most of this isn't relevent to the Dragonborn since the Dragon Wings power requires you to land at the end of the movement. Or perhaps you crash if you don't land. The rules are unclear what happens to a creature that can fly for an action but then no longer has flight afterwards. Does it immediately fall as soon as it loses flight, or does it fall at the end of the turn like with flight that fails to move a minimum number of squares?

EDIT: Also note the Double Move action on page 284 of the PHB. You can Double Move any move action, so you can Double Dragon Wings to fly double your speed. This may help get up higher distances.
EDIT: Also note the Double Move action on page 284 of the PHB. You can Double Move any move action, so you can Double Dragon Wings to fly double your speed. This may help get up higher distances.

Sure, as long as in the center of that move, you make a landing, you can. You must end your move action on a solid surface. Meaning if you fly 6 squares straight up, and do not end on a solid surface that can support your weight, you're going to fall 30 ft, meaning you'll be taking 3d10 damage.
Sure, as long as in the center of that move, you make a landing, you can. You must end your move action on a solid surface. Meaning if you fly 6 squares straight up, and do not end on a solid surface that can support your weight, you're going to fall 30 ft, meaning you'll be taking 3d10 damage.

As per the rules of a Double Move, it is counted as a single move. If you double move to jump, you can end your first move action in the air. Same with the SoA flight utility.
Jumping
Long Jump: Part of a move action.
✦ Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
✦ Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
✦ Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
✦ Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move (page 284).
Double Move
DOUBLE MOVE
✦ Same Move Action: To double move, you have to take the same move action twice in a row on the same turn.
✦ One Speed: When you double move, add the speeds of the two move actions together and then move.
✦ Occupied Squares: When you double move, your first move action can end in an ally’s space, because you’re not stopping. Your second move action can’t end in an ally’s space, as normal.
✦ Difficult Terrain: When you double move, you can sometimes move over more squares of difficult terrain than normal, because you add the speeds of the two move actions together and then move. For example, if your speed is 5, you can enter only 2 squares of difficult terrain when you walk. If you double move by walking twice in a row, you can enter 5 squares of difficult terrain, not 4.
Even if you want to claim that the jumping rules are more specific than the general rules for double movement, there's still nothing (but logic and common sense) preventing you from jumping while flying so that you can do it anyway. It's best to just allow it.
Edited.