| jonhl1986 |
cause here's how its worded
Air's Leap
Element(s) air; Type utility (Su); Level 1; Burn 0
You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).
and here is fast movement from acrobatics page
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
so they kinda seem like they contradict each other.
Imbicatus
|
It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.
But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.
Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.
| Ravingdork |
It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.
But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.
Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.
Was it ever confirmed that you fall when paralyzed while flying via magic?
| Drahliana Moonrunner |
Imbicatus wrote:Was it ever confirmed that you fall when paralyzed while flying via magic?It's not that hard to get a high land speed. Boots, spells, haste, barbarian dip, cleric dip, can all give boosted speed.
But none of that's important. The reason why this a poor power is it will never be used after 6th level when you fly at will.
Especially when the alternate power is feather fall, which can save you if you become paralyzed while flying.
There was a faq post on the topic. In summary the rules on the effect on paralysis and flight apply to all forms of flight, whether by wing or spell, without distinction.
FAQ wrote:Flight and Magical Flight: Can a paralyzed or stunned creature keep flying with magical flight? Does a creature with magical flight not apply bonuses or penalties to Fly checks because it doesn’t have a “natural” fly speed? Does flying make a creature immune to being flat-footed?
No, any creature that loses all actions can’t take an action to attempt a Fly check to hover in place and thus automatically falls. That includes a paralyzed, stunned, or dazed creature. Magical flight doesn’t act any differently, even for paralysis, as it isn’t a purely mental action. A creature with 0 Dexterity can’t fly, and paralysis sets a creature’s Dexterity to 0. Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect. Finally, the statement “You are not considered flat-footed while flying” means that flying (unlike balancing using Acrobatics or climbing) doesn’t automatically make you flat-footed or force you to lose your Dexterity bonus to AC; it doesn’t mean that flying makes you immune to being caught flat-footed.