
Ravingdork |

Rinegar |

If you are flying by means of the Fly spell and you fail your Hover check, you fall. Correct? Does the Feather Fall effect that saves you when the spell ends or is dispelled come into play or does that only work if the magic ends?
That doesn't seem like the intention of the spell and would make the Fly spell fairly dangerous to use.
I'm inclined to think that either the Feather Fall safety effect activates whenever you fall, or that perhaps when you fall you can choose to immediately end the spell and thus activate the "parachute" landing.
Is there something official on this that I missed or some other way to handle it?

Adam Moorhouse 759 |

It's worth noting that you only fall if you fail a fly check by 5 or more, and only if you are using wings. There is no listed penalty for failing a check when flying via magic; you just can't do that maneuver and ... then what? stop? go straight?
Thus a wizard with a fly spell that fails the DC 15 to hover... hovers? Sinks a little? Wobbles?
404 rule not found.
When I DM, I say the wizard hovers, but must spend a move action to keep from wobbling arse-over-teakettle. Houserule; not RAW.
I kinda wish you could use the fly skill to replace acrobatics if you are airborne. Using fly for aerial tumbling just sounds right to me.

Beebs |

For those trying to wrap their heads around wizards falling while flying, think about it like the broomsticks in Harry Potter. You have a means of magical propulsion that is really hard to control. The flying in the hitchhikers guide to the galaxy is another example of flight that is hard to control.
Edit: whoops just realized this was a zombie thread

Adam Moorhouse 759 |
1 person marked this as a favorite. |

Walk (Dex)
You are skilled at walking, either through use of feet or magic, and you can perform daring or complex maneuvers while grounded. Note that this skill does not give you the ability to walk.
Requirement
You cannot take this skill without natural means of walking or skipping. Creatures can also take ranks in Walk if they possess a reliable means of walking every day (either through a spell or other magical manner, such as a druid's wild shape ability)
Check
You generally need only make a Walk check when you are attempting a complex maneuver. Without making a check, a walking creature can remain standing so long as it doesn't attempt to move more than half its speed while chewing bubblegum or texting.
Move more than half your speed without looking silly: DC 15
Climb stairs without using the handrail: DC 20
Forget why you were going somewhere and turn 180 degrees, but totally play it off: DC 25
Collision while walking
If you are using feet to walk and you collide with an object equal to your size or larger, you must immediately make a DC 25 walk check to pose like a douche and make it look like the other guy's fault.
Hottie Proximity
Walking near people that you find attractive adds penalties to your walk check as noted on the table below:
Checked means that a cutie is watching you walk past, and you must make a DC 20 walk check to keep from clenching your butt cheeks and walking funny.
Blown Away means you see someone gorgeous, and must make a DC 25 walk check to check them out without walking into something or stumbling over some damn thing and looking like a fool.

EvilMinion |
Will-o-Wisp has a +31 due to a high dex and 9 hit die. Otherwise it would have a +10 Fly.
Not correct.
Will-o-Wisp has perfect maneuverability. +8
It is small. +2
Fly is a class skill for it, so if we assume a single rank... +4
That gives it +14, which is an automatic success on hovering.
That doesn't even take into account more HD and its dexterity bonus.
Personally, I don't mind the fly rules at all, as they pertain to creatures with wings. Without wings... mileage may vary.

![]() |

There is a Walk skill....it's called Acrobatics :)