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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 ...


14

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 ...


14

From http://www.d20pfsrd.com/skills/fly You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half ...


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

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 ...


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 ...


7

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)


7

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 ...


7

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 ...


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 ...


7

Dragonborn and raptorans (Races of the Dragon and of the Wild, respectively) gain flight as racial features. They do not gain it until 5th-6th level, but it costs nothing more than your choice of race. Dragon and dragonblood characters can take Draconic Wings at first and Improved Draconic Wings at sixth for flight; you are limited in how long you can fly ...


7

Can you intentionally fail a Fly skill check, or any other skill check for that matter, if you, or your character for that matter, decides that the effects of failing the check are what is desired in the situation? The other answers cover the Fly situations, and I agree that there you can intentionally fail, with the caveat that it's actually a failure: ...


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

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

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

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

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 ...


5

Yes. (ish) As Sandwich points out, Fly (and skills in general) generally only need to be used when there is some possibility of failure or difficulties. Falling from a height would not usually be considered such. It becomes rolling dice for the sake of rolling dice. Interestingly enough however, this interpretation is not completely borne out in the RAW. ...


4

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

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 ...



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