Hover: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
A creature with a hover speed has a very restricted version of flight.  Namely, they must begin and end their turns adjacent to a surface.  Note that this needn't be a horizontal surface; it can be a vertical cliff face, or even the underside of a ceiling.  However, any movement which fails to end adjacent to a surface results in the hovering creature falling to the ground. Hover provides no mitigation against falling damage in the absence of a surface to hover against.
A creature with a ''hover'' speed has a very restricted version of flight.  Namely, they must begin and end their turns adjacent to a surface.  Note that this needn't be a horizontal surface; it can be a vertical cliff face, or even the underside of a ceiling.   
 
A creature with ''hover'' that fails to end their movement adjacent to a surface [[falling|falls]] to the ground, but not until the end of their turn. Because the falling only occurs when their turn ends, a creature with a ''hover'' speed could choose a mid-way point in mid-air for one move, then take a second move action to ''hover'' to a spot which is adjacent to a surface.  Similarly, a hovering creature could ''hover'' up to a flying creature and attack it, assuming it was willing to suffer the falling damage afterwards. ''Hover'' provides no mitigation against falling damage in the absence of a surface to ''hover'' against.


* '''Prone:''' A hovering creature that is knocked prone can automatically reorient, rendering it immune to prone.  However, if a hovering creature is immobilized or denied enough of its actions that it cannot voluntarily move from its starting space, it falls to the ground, suffering falling damage as normal.  (Note: it doesn't have to move, it just has to be able to move if it wanted to.)   
* '''Prone:''' A hovering creature that is knocked prone can automatically reorient, rendering it immune to prone.  However, if a hovering creature is immobilized or denied enough of its actions that it cannot voluntarily move from its starting space, it falls to the ground, suffering falling damage as normal.  (Note: it doesn't have to move, it just has to be able to move if it wanted to.)   

Revision as of 15:07, 9 July 2017

A creature with a hover speed has a very restricted version of flight. Namely, they must begin and end their turns adjacent to a surface. Note that this needn't be a horizontal surface; it can be a vertical cliff face, or even the underside of a ceiling.

A creature with hover that fails to end their movement adjacent to a surface falls to the ground, but not until the end of their turn. Because the falling only occurs when their turn ends, a creature with a hover speed could choose a mid-way point in mid-air for one move, then take a second move action to hover to a spot which is adjacent to a surface. Similarly, a hovering creature could hover up to a flying creature and attack it, assuming it was willing to suffer the falling damage afterwards. Hover provides no mitigation against falling damage in the absence of a surface to hover against.

  • Prone: A hovering creature that is knocked prone can automatically reorient, rendering it immune to prone. However, if a hovering creature is immobilized or denied enough of its actions that it cannot voluntarily move from its starting space, it falls to the ground, suffering falling damage as normal. (Note: it doesn't have to move, it just has to be able to move if it wanted to.)
  • Difficult Terrain: Hovering creatures do not actually touch the surface they are adjacent to, meaning they ignore movement penalties caused by ground-based difficult terrain, can hover across the surface of liquids, and will not trigger pressure-based traps.
  • Permitted Movement: Hovering creatures are able to charge, make 5-foot steps, run or withdraw while hovering.
  • Overland Travel: Outside of combat, a creature can use hover to travel overland at half the pace of a walking creature of the same speed.