Hover: Difference between revisions
No edit summary |
No edit summary |
||
(6 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[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. | |||
A creature with ''hover'' that fails to end their movement adjacent to a surface [[Falling Down|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 they are willing to suffer the falling damage afterwards. ''Hover'' provides no mitigation against falling damage in the absence of a surface to ''hover'' against. | |||
A creature | * '''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 step]]s, [[run]] or [[withdraw]] while hovering. | ||
* '''Overland Travel:''' Outside of combat, a creature can use ''hover'' to [[Overland Travel|travel overland]] at half the pace of a [[walk]]ing creature of the same speed. | |||
* '''Overland Travel:''' Outside of combat, a creature can use hover to travel overland at half the pace of a |
Latest revision as of 20:11, 12 July 2018
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 they are 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.