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22

If a flying creature takes falling damage from the fall due to being knocked prone, it is prone on the ground, otherwise it lands safely. Prone: When a creature is prone, it is lying down. If the creature is climbing or flying when it is knocked prone, it falls instead. Therefore, flying creatures fall. Flying: Falling Prone: If a creature falls ...


13

Just curious, but why do you think this is overpowered? The spell Fly is available at 5th level, since it is a 3rd level spell. Directing the Mage Hand is "a move-equivalent action", and moving under the influence of Fly is a move action. Mage Hand seems to have a far greater maneuverability, but given the duration is a lot less, that doesn't seem that out ...


11

Paragon paths: results for Flight: Dragonborn Scion of Arkosia: Blood of Io (16th level): You gain overland flight with a speed of 12. Dragonborn Honorable blade: Fly/encounter as utility 12 Dragonborn Storm Dragon: Storm Dragon Wings (16th level): You gain overland flight with a speed of 8. Whirlwind Genasi: Whirlwind Breeze (11th level): When you use ...


11

Yes, But It Can Be Hard to Set Up As the rule you cited points out, you do not provoke OAs when falling. The trick is making sure that you're actually falling when you cover those last couple squares, rather than descending in some other manner. Case 1: Any Flight with Explicit Falling Different methods of gaining flight act differently. Some powers that ...


10

No, a creature cannot use its fly speed while prone Prone The creature is lying down. However, if the creature is climbing or flying, it falls. The only way the creature can move is by crawling, teleporting, or being pulled, pushed, or slid. (Rules Compendium 232, but the DMG says the same thing in different words on page 47) So when a ...


9

The definition for crashing indicates that ground level (not-flying) is zero (0). Per DDI : Crashing Falling while Flying: If a creature falls while it is flying, it descends the full distance of the fall but is likely to take less damage than a creature that can’t fly. Subtract the creature’s fly speed (in feet) from the distance of the fall, then figure ...


9

Yes. There are no limits* to how high a pixie may fly, provided that they end their turn only one square above the ground. However, if they do end their turn above their altitude limit they fall with the consequences laid out for falling (1d10 damage/10 foot of drop). *The theoretical maximum height a pixie may reach on their turn (with no extra movement ...


8

It falls to the ground as normal The Hover keyword does not affect falling prone. As per the compendium entry for Hover: Hover: If a creature can hover, it can remain in the air if it is stunned. Note that the compendium entry for Stunned specifically confirms this: Stunned: The creature falls if it is flying, unless it can hover. Otherwise, it ...


8

Some things to take into consideration: First and foremost, most Wardens are melee characters, their marks are distributed burst 1, they do have ranged mark triggers, but their actual mark punishment is a melee power. If they aren't in melee, they aren't doing their job. Second, don't forget opportunity attack rules, if the character exits a square ...


7

The rules are clear on this: the boots' property works perfectly and automagically so long as they're on the character's feet. Many magical items have a special property which is constantly active, or active in certain circumstances. A property doesn't normally require any action to use, although some properties allow the user to turn them off (or on ...


6

According to Special Abilities (Fly): Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground. Since normal human movement does not require any sort of skill check, neither does flight with perfect maneuverability. Also, as per Movement (Moving In Three Dimensions), a ...


6

The warlock class from Complete Arcane can get an infinite-duration flight spell-like ability at 6th level, and that class is far from overpowered. The dragonborn and raptoran races get extraordinary, infinite-duration flight as racial qualities at 6 HD or 5 HD, respectively, regardless of class, and they’re LA +0. Using mage hand or greater mage hand ...


6

Combining information from the Master +0 LA Race List (minmaxboards), Player Race List with LA +1 and LA +2 (minmaxboards) and LA +1 & LA +2 Player Race List (GitP), we can find lots of applicable races. This gives us: LA +0 Anthropomorphic Bat (20' average), Savage Species Anthropomorphic Raven (20' poor), Savage Species Crane Hengeyokai (20' ...


6

I'm currently in a campaign that has grown to a ridiculous size (9 players, although one of them doesn't really show up any more). Because of some half-joking actions of the only Dwarf in the party early in the campaign, we all have dragons as mounts, now, including my Warden. The biggest pitfall to be wary of is to not turn mounts into another party ...


6

Some Playable Flying, Almost Flying, and Occasionally Flying Creatures I used sources similar to Ernir's, but KRyan's got the right idea. In all cases, add racial hit dice to Level Adjustment to class levels to determine effective character level. LA +0 Anthropomorphic Bat (SS 216): Fly 20 ft. (average). Anthropomorphic Raven (SS 216): Fly 30 ft. (poor). ...


6

The following two (rather official looking) articles from the old 3.5 archives at Wizards.com provide a quite in-depth look at (the rules for) aerial combat. If you haven't checked them yet, they seem to be an excellent starting point: Rules of the Game: All About Movement (pt.4) Rules of the Game: All About Movement (pt.5)


6

60 miles per 10 hour day. Working backwards. A normal speed 6 creature walks 300 feet per minute according to the Exploration Speed chart. 300 feet/minute is 30 feet/round, which is how far a speed 6 creature can move in 1 round. It appears that they assume that the creature will spend 1 move action per round on movement. Onto the carpet. Each ...


5

Overland Flight is Not normal Flight The rules for Overland Flight state: Overland flight works like a fly speed with one exception: A creature can take a move action to use overland flight only if it has taken no actions that turn, except free actions or move actions using overland flight. The creature can then take only those actions until the start ...


5

From the WotC Rule of Three article on the subject: To be completely clear, Altitude 1 means you have 1 empty 5-foot cube under your heels. If you are at Altitude 0, you’re standing on the ground (or at least hovering in the square at the same height as someone standing on the ground). Altitude 1 means you’re in the next “square” up. You’re still in ...


5

Yes, he can. FlyingDDI is a form of movement that leverage the fly speed, but is not limited to straight lines. In fact, you can take the walk, shift and running actions when flying. FLIGHT Flight follows the basic movement rules, with the following clarifications. Fly Speed: To fly, a creature takes the walk, run, or charge action but uses its fly ...


5

I don't think you're going to find a written rule on this, so it's going to be up to your descretion as DM. My reading is that the winged boots would offer more protection from falling than being a winged creature. A winged creature may suffer damage while flying that would impede its ability to fly because the wings are a part of its body and it needs ...


5

The official rules for aerial combat can be found here. They are, I warn you, fairly complicated, and can be a real headache to run. I personally hate them. So much so that I’ve created an abstract flight houserule, which eliminates most of the “3D-ness.” It is admittedly abstract – there are corner cases where this flight rule ...


4

Ultimately this comes down to triggering a condition, vs the results of that condition. First, here's the Minimum Forward Speed rules: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round ...


4

Not really. Most things work normally, except for the issues that the articles in the other answer mentioned. The primary one of those being that you can't take full round actions if you have a minimum forward speed (aka: average/poor/clumsy maneuverability and do not have Hover). Beyond that, flying is considered movement, so for combat purposes it's ...


3

The rules for a flying creature falling are clear. It falls its speed and if the ground is closer than the value of its speed, it lands safely. That's what it says in the rules. Prone is a condition imposed on one by another, usually. Being knocked prone while flying is NOT the same as falling. The rules for a flyer being knocked prone are clear, it falls ...


3

1. Yes, Just like push/pull/slide someone over a cliff, the same applies here. If it is a beach or river bank then they get wet. If it is a dock or cliff then they fall (save if applicable), then get wet. See below. 1a. That would be up to the creature and any other affects on the creature, but I would say they fly. See below. 2. No, and Yes See ...


3

A flying creature creature with an altitude limit falls if it is above its altitude limit at the end of its turn. From the Rules Compendium, p210, Flight Traits: Altitude Limit: If a creature has a specified altitude limit, the creature falls at the end of its turn if it is flying higher than that limit. For example, a creature that has an altitude ...


3

Savage Worlds has flying rules. They are usually summed up in a sentence or two as part of the ability or race that gives flight. For example, the Avion example race has wings, and its ability to fly is covered by two short sentences of rules. They're covered more generally in all of one paragraph in the Monstrous Abilities section of Savage Worlds Deluxe ...


3

Well, as far as I can see... It's not THAT overpovered. The reason? It's just a weak telekinesis with very limited duration (just while you are concentrating. And yeah, enemy won't stop shooting arrows at you just because it's not very nice). Sure, you can fly with this spell, why not? But there is one point that makes it not that good. You get "Fly" ...


2

The only LA +0 races that natively get a flight speed without investment are the raptorans (Races of the Wild) and the dragonborn (Races of the Dragon). Both of these start out with a glide ability that becomes true flight (at 5 HD and 6 HD, respectively). Flight is but one option for dragonborns, but it’s the best one. Dragonblood races (silverbrow ...



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