Hover: Difference between revisions

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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 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 Damage|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 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.


* '''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.)   

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.
  • 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.