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A creature with greater flight can fly as a move action. It can ascend and descend at normal speed.
Greater flight requires only as much concentration as walking, so the subject can attack or cast spells normally. The creature gains a +2 training bonus on Movement skill checks to fly, and is not required to make Movement skill checks to perform any maneuvers in the air, such as hovering in place.
- Prone: If a creature with greater flight is knocked prone, immobilized or denied enough of its actions that it cannot voluntarily move from its starting space, it falls out of the sky. (Note: it doesn't have to move, it just has to be able to move if it wanted to.) Regardless of altitude, it floats to the ground, taking no Falling Damage.
- A creature with greater flight never takes Falling Damage, even if knocked unconscious or denied all actions. Instead, it floats quickly to the ground. Of course, if it is transformed into something which no longer has greater flight (such as a potted plant, or a whale), all bets are off.
- Difficult Terrain: Creatures with greater flight can ignore ground-based difficult terrain, though areas of high wind or rough weather can sometimes constitute difficult terrain for flying creatures.
- Permitted Movement: A creature with greater flight can charge, run, make 5-foot steps, or withdraw, but it cannot carry aloft more weight than its maximum load, including any armor it wears.
- Overland Travel: Outside of combat, creatures with greater flight can travel overland at twice the pace of a walking creature with the same speed.