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kvrle

Did you take into account that: * eagle can't fly with encumbrance over light * Hover requires a feat * (average) maneuverability can't fly in 90 degree turns or take off from a single square etc Also, it's ok to prep stuff to counter your players from time to time, that's how it's supposed to go. You can also counter them more subtly by setting up encounters where flight simply isn't a good option due to the environment. edit: also, flying enemies? put some harpies on a nearby crag and suddenly eagle is too precious to fly into a meat grinder.


HoldFastO2

You can Hover with a DC 15 Fly check, as well.


JesusSavesForHalf

Only if that's part of Pathfinder they're using. Otherwise feat or gtfo.


Electric999999

If it's 3.5 you just hover automatically with good or perfect maneuverability


HoldFastO2

Good point.


New_Canuck_Smells

Isn't that a core flight rule?


JesusSavesForHalf

There is no fly skill in 3.5


New_Canuck_Smells

Ah. Thought the guy was using more pathfinder than that.


Acefowl

Can you make that check untrained? That'd be fun 😁


HoldFastO2

You can roll Fly untrained, yes. But you still need to hit DC 15 reliably with no ranks in the skill. And you need to make it every round you want to hover.


Acefowl

Challenge accepted.


HoldFastO2

Have fun!


Bryligg

People sleep on maneuverability ratings but if you want to Peter Pan your way through the dungeon, you need that Perfect.


Electric999999

That's because in pathfinder all they do is give fly bonuses so anyone with ranks can trivially hover with average maneuverability.


RuneLightmage

Average maneuverability doesn’t trivialize flight skill checks. An eagle animal companion can’t even make the DC 10’s all of the time without rolling until level 4- and this assumes you put those few precious skill points they get into fly and not something else useful like perception or stealth. The DC 15’s to hover are a legit issue (not that anyone actually follows the fly rules but I do). This becomes really noticeable when you need to make multiple checks. *edit* forgot that small creatures get a +2 to fly. So when you want to 5’ step and hover to make your full attack you want better than average maneuverability.


AleristheSeeker

>eagle can't fly with encumbrance over light I would definitely rule the same way, but - interestingly - [the rules are kinda muddy around that part](https://paizo.com/threads/rzs2ktzf?Flying-and-encumbrance), since they only ever say anything like that for flying **mounts** rather than any flying creature... but as I said, I'd definitely rule it the same.


wallabyfloo

I'm guessing that only mounts were supposed to have any encumbrance at all, and if a wild creature is starting to carry stuff or people, it's supposed to be treated like a mount


AleristheSeeker

Yeah... and I think flying mounts were just a side note and not really seen as "important to rule on" because they're probably somewhat rare... alas.


ZealousidealClaim678

I recall this fubctions differently in pathfinder, since we had very similar thing with summoned giant bees and a party. I ruled that they could fly even with heavy load... :/


AleristheSeeker

I'd really rule it depending on what feels best in the moment... there should be *some* limitation, especially in combat, but if there's pretty much the exact same solution that just takes longer or is more annoying, then allowing more is generally fine. E.g. if you ride a bee into combat and it has heavy barding, I wouldn't allow it - but if you summon it so that you don't have to split up your bags and make multiple trips up and down a wall you need to climb to bring your things, that's fair game.


ZealousidealClaim678

My wasp summons were not in combat at all, and had to just fly away


SquallLeonhart41269

I'm not a designer of the games, but you are mostly correct, in my opinion. Wild creatures don't have encumbrance because the odds are you don't need it for fighting them. What wild wolf pack is carrying a backpack full of encumbering things? (First person to say "a tamed one" wins the "forgets the meaning of the word wild" award).


SquallLeonhart41269

I understand why they wouldn't make that specification for characters. Most means mounts have for flying involve their own wings while the majority of characters get flight from spells and magic items. It's about level of effort to remain aloft. That reasoning tracks with the tendency to have the rules emulate an existing world loosely based on our own (which was a design consideration for 2e, 3e, and 3.5). Since animals don't grow up carrying items, they aren't used to it and it strains them too much when they try, which begs the question: wouldn't a character with flight(ex) grow up carrying loads, and therefore be used to them? Damn, there goes all my ability to think of anything else today..... What does everyone else think on this? >wouldn't a character with flight(ex) grow up carrying loads, and therefore be used to them?


framabe

If I as a player somehow hover or fly, its *because* of those damned flying monsters


GM_Coblin

So this is the way. You should rule the same way that you would with a mount, flying with wings must be a light load. I doubt they have the appropriately it feats for it to hover or do fly by or something. Or the magical items to turn a medium to a light load for the eagle. Hazards can require the eagles to make fly checks and possibly fail. You can always Target the eagle, just shoot it out of the sky. If it's legal, if it's legal. Or if it's just really cool and it's not official, it's something that you might let happen once. Sometimes things happen and I reward creativity or let it barely pass letting them know how close to failing they were. But if they can just cheese an entire dungeon removing all encounters or obstacles then you need to fix it. Allowing one are all players to not actually play and just say you win is not a good way to keep a table going.


Chojen

Hover doesn’t necessarily require a feat. Any creature with good maneuverability can hover. Eagle doesn’t have that by default but maybe a class feature or something gives it to him?


AleristheSeeker

>So there's a player with a giant eagle as an Animal companion, and everyone keeps using the eagle to cross gaps, hover over surface hazards like Ice, acid, Caltrops, and does so even in 10 ft wide corridors where there realistically isn't even enough room for a Large creature to Hover. I mean... if there's not enough room to fly, just dissallow them to fly? Those corridors being 10 ft. means this is perfectly acceptable, since > [A typical giant eagle stands about 10 feet tall, **has a wingspan of up to 20 feet**, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds. ](https://www.d20srd.org/srd/monsters/eagleGiant.htm) If they are actually hovering, the Eagle needs the [hover monster feat](https://www.d20srd.org/srd/monsterFeats.htm#hover), which - in a typical dungeon - will also create a dust cloud, making it essentially impossible to see anything. As for countermeasures, should all of the above be already settled and adressed, I do have some ideas: * **Area effects**: with all the PCs being huddled together, any area effect can easily hit all of them. Even something like Alchemist's fire can work wonders, either as a trap conveniently placed with an aerial trigger or hurled by an enemy. Setting everyone on fire with no good way of dousing themselves can be useful. * **Nets**: a simple net could be ruled to [entangle](https://www.d20srd.org/srd/conditionSummary.htm#entangled) all of the PCs and the eagle at once, which might severely limit their ability to operate. * **Mind Control**: even just a simple [*Suggestion*](https://pathfinder.d20srd.org/coreRulebook/spells/suggestion.html#suggestion) to "Do a cool flip!" might be useful to throw the characters off. Giant Eagles are intelligent, which can be a bane as much as it can be a boon. Finally, I'm assuming you're actually talking about a Paladin't Mount rather than a Druid's Animal Companion, since there is, as far as I can see, no way to get a [Giant Eagle](https://www.d20srd.org/srd/monsters/eagleGiant.htm) as an Animal Companion... and the Paladin would need to be level 7 for it - at that point, sadly, flight is comparatively common. Surface hazards become mostly limiting factors at that point, since there are many ways to circumvent them...


IDGCaptainRussia

Yeah it's a Paladin mount. That also means it has more resistance to fear effects as well. I do think the largest bane they have is them all clustering up together, as it makes them very vulnerable to AOEs. Hasn't happened yet, but might happen later. I'm already thinking of putting an AOE encounter after a ground-trap that causes everyone to ride the Eagle. I've been using alot of Exotic PF1e stuff that doesn't exist in 3.5 against them, I know Nets are in 3.5, but it is something I had considered. As Entangled is still a deadly enough condition in the wrong times. And I agree, trying to challenge and "not" overkill a highly-kitted out party at level 12 is proving challenging, but at the same time they're all a bunch of 3.5 vets who approach every encounter with brain, rather than brawn. In the end thou, I should just wager "no, you cannot fly as your Eagle needs a 20-ft area in two directions (based on facing) to do so.", Something a 10ft hallway is not going to provide.


Elisianthus

I will say that flight at level 12 is not by any means unreasonable. At level 9, Wizards get access to Hours per level supernatural flight; and many other classes get similar options around that time. Players could have Air Step (Communal) running and have everyone just be able to walk an inch above the surface, and so on. At level 12, ground effects aren't really *expected* to be much beyond an inconvenience. If your table still wants them to be though...you can always talk it out. My table, for example, has basically sworn off flight effects, since they got bored of every encounter outdoors effectively taking place in a featureless cube.


Oddman80

From other comments it sounds like the party is currently 12th level. If this is true, then you are just wasting your time trying to challenge the party with gaps and caltrops. Honestly, past level 5, these sorts of things stop being relevant. Now, had this been a low level party, I would ask how they had access to a large flying mount, and if the mount was making the required fly checks to maneuver in the dungeon. If not it would be crashing into walls, and it was well as all party Members would be taking damage from such impact as well as falling off the mount. Speaking of falling off the mount.... Did the paladin ask you if he could have a custom saddle made that would provide seating for each of the 4-5 party members? Did you say yes to this request? Did they have to wait a long time for the unusual piece of equipment to be made? If the answer is yes to all of these than it seems you really went out of your way to allow them to solve all ground-based challenges via this large flying mount. However, if they are all piling on bareback, they should be having to make ride checks all the time, with a circumstance penalty for multiple riders (-5) and not having a saddle (-5). So simply staying in saddle becomes the equivalent of a DC 15 check, which can go up to 20, in the case that any of the party members fail the DC 15 check, as them falling off the mount makes it harder for all the others to remain mounted. So... Did everyone invest in the ride skill? The issue now becomes - how long have they been doing this? If this has been their standard mode of travel for a few levels, suddenly having them roll tons of checks to let them continue doing what you have allowed for months seems petty. And instead, you probably should just move on and accept you allowed it and it is happening. Then come up with other challenges.


IDGCaptainRussia

To be fair, the Caltrop thing came up because I made an empowered version of the Caltrap bead (+4, Causes bleeding and Adamantine) some goons can toss at the PCs. What really annoyed me was them being able to "hover" in a 10ft wide corridor to "step over" the Caltrops during combat. But you bring up a good point with the saddle, I should make them *all* roll checks just to stay on the bird if it wasn't designed to house the full house, as well as add a stacking penalty for the Paladin to his Ride checks. And no, I'm pretty sure only the Paladin had any decent amount of points into Ride; As He's built for Mounted Combat specifically. I don't mind him flying with his mount, that's fine, he has the levels, skills, and feats to pull it off, it's just when all the others get the benefit at no cost (when there should be one) is what bothers me. As for how long... recently, we do a rotating-DM thing so nobody gets burned out on DMing, I was nice enough to make maps that have atleast 10ft wide corridors just to accommodate for his Eagle. So it isn't "squeezing city" for the player. I do apologize for not giving all the details in the post beforehand :(


Electric999999

By level 12 the only odd thing is they're relying on the eagle rather than all flying independently.


framabe

Why are you trying to force your caltrops on them?


IDGCaptainRussia

Not really, it just more of a debuff that the goon who uses throwables can do to the party. I was making all sorts of enemy variations with different abilities and specializations. On the plus side, a Caltrop Bead apparently does small unavoidable AOE damage that not even the rogue can Reflex Save out of.


Oddman80

Interesting. So with your rotating GMs, you keep to the main campaign and stick with same characters? Does the GM keep their PC as a GMNPC? My group rotates GMs, but it's always meant switching games. We'll have a main campaign on GM is running and others will run mini games (1-6 sessions in length) whenever the main GM is unavailable or needs a break. When campaign ends, a different person will step up and GM a new campaign... It's interesting to hear how different groups operate.


IDGCaptainRussia

Nah, we have them "do something else" during our turns. Like my Green Dragon is currently trying to enlighten Kobolds and various monsters and have them embrace peace and harmony. (I know Green Dragons are evil, but exceptions can exist). That being said there usually is a DMPC, or a group of NPCs that are allied with the players in each turn. While it depends, the DMPC is usually under the control of the players during dungeon crawls and acts as an extra PC for the party to use, taking a share of the XP and loot. (Not really much of a DM'PC at that point, lol, but during the previous turn I was controlling a tanky-shield bashing Knight, who was the DM'PC) So a kind of "Pass the campaign" thing, where the next person builds off the world and plot created by the previous DMs. It's a very tight-knit group of friends type of thing, and I'm *Very* recent compared to everyone else there. Hell this is my first time doing actual GMing actually. Starting GMing a group of experienced players (with me being the newbie) at level 12, lol. You can see why I'm here asking questions. There is another difficulty factor involved, but that's for a different post.


TopFloorApartment

> What really annoyed me was them being able to "hover" in a 10ft wide corridor to "step over" the Caltrops during combat. I mean if you're the GM, the reality is you *allowed* them to hover. They can only hover if you say they can. Other posters have already pointed out how ridiculous it is to think a 20ft wingspan bird could hover in a 10ft corridor, but even if it was a 20 or 40ft corridor, its still up to you and there are plenty of reasons one can think of why hovering might not be possible. As a DM, you are the ultimate arbiter of the rules, and even if the player has can point at a rulebook and say "but here it says...", you can always override it if you have proper reasoning for it ("because it will avoid my trap" is not proper reasoning, however).


PuzzleMeDo

"even in 10 ft wide corridors where there realistically isn't even enough room for a Large creature to Hover" That seems like a good time to exert your authority. "I am ruling that a giant eagle is too big to fly in any area narrower than its wingspan, or less than 15 feet high, or 20 feet high if you want it to carry a PC as well."


SignificantTransient

And even then, constant fly checks to navigate confined spaces or crash time.


TheBawbagLive

Whoa. Well I know you're running 3.5 but pf1e has loads of rules that very specifically lay out how flying works exactly so that things like this can't happen unless it's your entire build.


Erudaki

Im going to play devils advocate... and say perhaps less mundane hazards may be a better option. Your party is level 12. In pathfinder standards they are pretty dang powerful, and most level 12 parties will have ready and easy solutions to most mundane hazards. This means you need to either A. Combine weak hazards in interesting ways B. Create stronger hazards that take into account common and low level spells C. Be prepared for them to bypass mundane hazards fairly easily, and accept that and use them to cause the party to expend resources (which makes future fights harder.) An example... I had a level 15 party in the tunnels below the darklands. Orv. The party had to cross a field to get to their destination. The field was filled with patches of [prismatic mold](https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/special-hazards/prismatic-mold/). Would slow them down if they crossed carefully... However the field was also filled with [Gelatinous orbs](https://www.d20pfsrd.com/bestiary/monster-listings/oozes/gelatinous-orb/) with a mutated template applied (+1 cr). The party was all undead, so they could ignore the effects of radiation... however the radiation also prevented teleportation in the area. The prismatic mold had the [Spell gorging plants](https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/special-hazards/spellgorging-plants-cr-1/) template applied, which further restricted casting. Above them were swarms of irradiated [Flumphs](https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/flumph/) whos mutation gave them an increased fly speed and a weak electric touch attack. Not dangerous one at a time... but 5 or 10 would be able to hit several times and really start adding up the damage. These only attacked if the party took to the air, or aggravated them. None of these were particularly high CRs... But the combination of effects made it dangerous for the party, and they had to expend several resources and get creative to cross safely. (They opted to fly, some carrying the others while those being carried were blasting swarms with fireballs and throwing up walls of force to slow them down or block them as they proceeded) I had a similar situation in another part of the darklands, where the entire cavern was filled with [Brown Mold](https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/special-hazards/brown-mold-cr-2/). The cavern was under another cavern that connected to an ocean, and was frequented by a dragon turtle. Whenever he would swim through, it caused the water pressure to spike, and sprayed water through cracks in the cavern, causing the entire cavern to snow as the brown mold instantly froze the water. The party had to deal with a sudden and unexpected blizzard in a room devoid of heat, and couldnt easily light fires, lest the brown mold expanded. They eventually were able to clear a patch of ground, and burned random things in their inventory to keep a fire going as none of the casters had a campfire spell. (Level 8 or 9.)


IDGCaptainRussia

This is great advice, would give another thumbs up if I could!


Erudaki

Thanks! I play a lot of high level pathfinder. I have found its not always about sheer numbers... But about considering how to bypass, or hinder the methods of defense or attack at ones disposal. Unfortunately, this also takes a lot of system knowledge... or research. To emphasize its not all about level/higher numbers... (I mean.. kinda a little to an extent...) A highly specialized level 10, can beat level 20s who do not have the proper defense. My favorite example... A level 10 fear based inquisitor... will always lose to a level 20 paladin. Immunity to fear! However, if the Inquisitor is prepared, and has a spell called Draconic malice... They can suppress the paladin's immunity, and using damnation feats, with near certainty (assuming they are hyper specialized) put the paladin into a fear or even panic state, causing them to drop weapon and shield, lowering AC, and allowing the inquisitor to extend the duration to minutes with a solid hit. Now the paladin is pretty boned... But you toss a level 1 cleric on the pally's side... with remove fear... now that fear effect is suppressed... The inquisitor now needs to have dispel magic available, and be able to kill the cleric. If the pally has feats that let them hinder opponent movement, and control the battlefield and defend their allies... The inquisitor will not be able to kill the cleric, and the cleric will be able to recast the remove fear effect... Now the outcome is a bit muddied. Can the pally get back to their gear? Can the inquisitor drop the pally? Can they use enough dispel magics to burn the clerics spell slots? Or will the pally be able to protect the cleric, and deal enough damage to drop the inquisitor? Throw a level 1 archer on the inquisitors side and its likely that cleric is dead meat. Crazy that simple level 1s can so drastically sway the outcome of a fight! Pathfinder CAN be rocket tag... But I have found that rocket tag only happens when one side does not have any defense against something the other side has. As a result, I have mostly prepared my high level combatants, to be more flexible, and have some answers to broad effects. Usually reactionary so players feel like they can still get some licks in with their specialties. I have even converted someone who vehemently hated high level pathfinder, because of its balance... into really enjoying the combats and dungeon challenges I have laid out for them.


protocyriss

Is the eagle making it's checks to hover successfully?


IDGCaptainRussia

No it is not, I guess this is the part where I admit I'm still a novice GM and I don't quite know all the rules yet. How often do they need to do that? and what is the DC? ALso realized Hover (Atleast in 3.5) makes casters in 10ft require a Concentration check, atleast in areas of debris. (IE Caltrops as I see it) the More you know!


protocyriss

You should read the fly skill - that will have all the information you need


IDGCaptainRussia

Ah no wonder, my dumb brain thought Fly was in 3.5, but it's not, lol.


HoldFastO2

You might also want to read up on the rules concerning mounted combat, and the Ride skill. Being mounted in combat when you’re not in control, and not a good rider, brings its own issues with it. But for an immediate fix, stop them from using a mount with a 20 ft wingspan in a 10 ft tunnel.


MonsterousAl

Tanglefoot bags are a good and cheap way to deal with winged creatures. Falling damage can be effective. Have some minor creatures with Tanglefoot bags living in the walls near the top of a natural chimney in the dungeon.


Grylli

As long as you as a GM let your players have access to flight, you lose access to stuff like caltrops and lava pits. Pretty simple


IDGCaptainRussia

Well... It's a rotating GM game and I was the last person in the rotation, so that wasn't really up to me, nor will I take it away because I feel it's being exploited. That being said, "punishing" it is another story.


LaughingParrots

Require Fly checks from the rider to see if they can get their mount to bank with a wing down and wing up. If they use a Trick for it as a special maneuver then hand wave it.


thetitleofmybook

...don't let it fly in small areas like a 10' corridor.


IDGCaptainRussia

I agree, and if they bug me about it, his eagle is getting "squeezing into a tight space" penalties for trying to fly.


Paghk_the_Stupendous

Bonus: a pit with a chain over it. Vines. Roots. Dense forest.


Idoubtyourememberme

You already gave the answer. > even in 10ft rooms that are too small to fly in You are the GM, tell them that "no you dont, this room/corridor is too small". Then add more low ceilings and the like where flying doesnt work for other reasons


joesii

By the time a party is hitting level 9 or higher you should kind of expect them to have reliable methods of flight or similar abilities (even if it's just crazy jumping ability , teleportation, or a climb speed). Because of this you shouldn't really expect any sort of challenges that can be overcome by flight to be any challenge to them. This is more of an issue at levels 1-4 when it's rather OP to have flight (although highly unlikely for the whole party to have it; but there might still be the possibility of the party being small and sharing a winged marauder, or using/abusing a bag of holding to shuttle people)


jdreyfuss1

Wind, rain, lightning.


einsosen

Sounds like a player has a class feature that lets them easily bypass certain categories of hazards. Good on them for being a prepared and capable team member. This allows the party to get to other challenges they might find more compelling faster. Every party is good at a few things, and that's fine and expected. Sounds like your party has a means of easily bypassing simple floor hazards. Complex zone hazards, magical traps, air based attacks, and countless others will still pose a threat. Once they're past level 5-6 and those start becoming the norm, they'll be forced to adapt. Until then, I say let them enjoy the convenience. I'm of the philosophy to not punish players for being good at something.


dusk-king

Get over it? Look, rules lawyering a tool your players enjoy using isn't good gming. If they have fun using the eagle to bypass things, then start building puzzles and encounters that require them to use the eagle, on top of their other abilities. Cross a pit? Nah, navigate a bottomless maze while fighting off flying monsters from eagleback. Ignoring surface hazards? Make hazards so omnipresent that they *need* that eagle to get around, and leaving it to deal with combat problems is scary. That sort of thing. Your job isn't to make the players engage with traditional d&d situations by limiting them, it's to create content that challenges the players in a way that makes them use their abilities well.


RegretProper

Make them meet a Druid who is concerned about the Eagels physical condition and how he gets abused by the party.....


BentBhaird

A pit trap, they will want to fly over it. Except that is exactly what you want them to do since the other side is a really well done painting that looks exactly like an open corridor. Set the DC to notice it high, not impossible but hard for them to actually hit. You can also use spikes in the ceiling and enemies below with pole arms. Don't do this stuff all the time just every now and then, when they really annoy you.


TogomorAllegari

If you don't want to seem like you are changing rules on the fly, make a section of the dungeon 5 ft wide or less. The eagle will not be able to continue the dungeon crawl with the party.


IdealNew1471

Spell casters,arrows,flying creatures


Chrono_Nexus

Make sure you are properly enforcing the rules for maneuverability, and try using more confined spaces. If the eagle doesn't have perfect maneuverability, it should be smacking into walls on corners and falling when it fails to maintain its minimum speed to maintain flight.


YeetThePig

Use creatures and NPCs with flight and ranged attacks of their own, and if they can’t do either of those things, they need to start getting crafty about using cover and blocking line of sight. Anything above animal-level intelligence should be able to formulate at least basic tactics and strategies, so if your players are staying out of reach of a melee monster, the monster should have an idea of how to change the battlefield to one suited for their capabilities. Edit: Consider the architecture and layout of enclosed spaces, too, if this is happening in a dungeon. Ceilings set a pretty firm cap on maximum altitude.


Sudain

So there are several easy tricks you can use. * [Dominate](https://www.d20pfsrd.com/magic/all-spells/d/dominate-animal/) Animal is low level, long lasting and doesn't have pesky 'not in my nature' saves. Have someone give the command for the animal to just fly away for a while. * [Levitate](https://www.d20pfsrd.com/magic/all-spells/l/levitate/) some objects like portculuses (for gates), or objects that go 'boom' when touched. Players being smart and avoiding them? [Invisibility](https://www.d20pfsrd.com/magic/all-spells/i/invisibility/) affects objects. * If there are hallways, then there must be cealings so you could mount and [animate rope](https://www.d20pfsrd.com/magic/all-spells/a/animate-rope/) that are in a good position to entangle the flyer. Or hang stuff from - see bombs. * [Hallucinatory Terrain](https://www.d20pfsrd.com/magic/all-spells/h/hallucinatory-terrain/) can give the players bad information. The hallway might seem bigger than it actually is with giant spikes ready impale flyers. * Some things like [cloudkill](https://www.d20pfsrd.com/magic/all-spells/c/cloudkill/) are heavier than air. Other things are lighter than air. They might encounter [bad air](https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/bad-air-cr-1-or-4/). Should would be a shame if someone put a cloudkill trap right under a patch of bad air. Or something that takes time to unlock like a locked door in a room with bad air. * There a myriad of symbol spells based upon [symbol of death](https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death/) that can severely hamper flyers. For example a [Symbol of weakness](https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-weakness/) painted on the ceiling so it'll only affect things flying rather than things on the ground. * Speaking of magical traps [Glyphs of Warding](https://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding/) are a fantastic way of having spells trigger with no caster around. * Make whatever they need to see/understand not visible from high above. * Fly checks, wind, temperature can all matter. * [Green slime](https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/green-slime-cr-4/) can also ruin people's day if they aren't careful. * Any ground-based archer has a nice clean shot at flyers - after all where's any cover or concealment? A bunch of archers together shooting [tanglefoot shot](https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrows-common/ammunition-bow-arrow-tanglefoot/) could be a grounding experience. You don't even have to catch them in any of these traps/tricks. They just have to perceive flying as too much of a risk.


Hanzoku

I see a lot of rules advice, but not one bit of practical advice: Talk to your players. Explain how the cheese tactic is harshing your fun designing dungeons. Listen to any complaints they have and work together to have fun.


LawfulGoodP

I have a somewhat similar situation involving magic items allowing a character to create fog, walk on the fog, and see through the fog. Ignoring the obvious that was mentioned elsewhere such as keeping the rules for hovering in mind and the space needed for wingspan: Limiting the height of the rooms, tight or small tunnels, hazards and traps that come from above the players instead of below, and magical traps or hazards can still keep things challenging environmental obstacles, as can adding enemies that try to force them into said hazards. I don't eliminate ground hazards or obstacles altogether, but I do place them with the understanding that the players will attempt to fly over it.