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Khalikryst
2017-09-26, 11:47 PM
So I have a question about Fell Flight. It has a 24 hour duration, when you take damage while flying do you require a concentration check to remain in the air or what would cause the fall? To go with that question what is the standard on combat while in the air using Fell Flight as it gives Good Maneuverability you can hover, can you use a Reach weapon to stay out of reach of creatures on the ground and just hit them until they die?

Gruftzwerg
2017-09-27, 12:09 AM
So I have a question about Fell Flight. It has a 24 hour duration, when you take damage while flying do you require a concentration check to remain in the air or what would cause the fall? To go with that question what is the standard on combat while in the air using Fell Flight as it gives Good Maneuverability you can hover, can you use a Reach weapon to stay out of reach of creatures on the ground and just hit them until they die?

- you don't fall while flying just because of damage. you need to trip a flying enemy to do that. see rules of the game archive (http://archive.wizards.com/default.asp?x=dnd/rg/20040706a)

- if the enemy has no reach options, yes. You can stay in your reach hovering over the enemy and unloading your full-attack. standard glaive-lock concept. but most times they will have some options to attack at range.

Crake
2017-09-27, 12:13 AM
- you don't fall while flying just because of damage. you need to trip a flying enemy to do that. see rules of the game archive (http://archive.wizards.com/default.asp?x=dnd/rg/20040706a)

Worth noting that you can only trip winged opponents, those flying by non-winged means (including fell flight) cannot be tripped to make them enter a stall.

to the OP: I assume you're coming from 5e where a lot of the spells require concentration. In 3.5, only spells that have Duration: Concentration require a concentration check from taking damage, but those spells also require that you spend a standard action each round concentrating on them, and so they are much fewer and far between than in 5e where half the spells require concentration as a means of balancing them, so you can only have one active at a time.

Biffoniacus_Furiou
2017-09-27, 12:16 AM
You don't have to concentrate on it to maintain its effect, you only concentrate for the single standard action it takes to activate it. Once that's done, no amount of damage taken or distractions will cause you to lose the effect. You never have to roll a concentration check for it unless it's during the standard action casting time.

Kayblis
2017-09-27, 05:44 AM
The Z axis is like the common X and Y ones. You can use reach, and people that can't reach you can't attack. Although I'd like to point out an earthbound creature has clear vision over its head, and can throw stuff up(that comes down to be thrown again). But yeah, a creature that can fly has immense advantage against one that can't.

J-H
2017-09-27, 07:51 AM
A sufficiently good jump check can be used by the ground-bounder to temporarily get within 5' melee reach of the glaivelock who's using his 10' melee reach weapon.

Fouredged Sword
2017-09-27, 08:17 AM
A sufficiently good jump check can be used by the ground-bounder to temporarily get within 5' melee reach of the glaivelock who's using his 10' melee reach weapon.

Do note, this would involve moving out of a square you threaten by means other than a 5ft step. You would get an AOO.

tyckspoon
2017-09-27, 09:20 AM
A sufficiently good jump check can be used by the ground-bounder to temporarily get within 5' melee reach of the glaivelock who's using his 10' melee reach weapon.

It would also be otherwise bound by the rules of movement, so unless you're making a Spring Attack, are able to make a successful Charge (you probably can't, due to the restrictions on charging), or otherwise have some method of splitting your move around an attack or combining an attack with a move.. you won't get an attack this way. You'll jump up, give your enemy an AoO opportunity for the movement, and land back on the ground, at which point you may now attempt to make your attack. From the ground.

Fouredged Sword
2017-09-27, 10:27 AM
It would also be otherwise bound by the rules of movement, so unless you're making a Spring Attack, are able to make a successful Charge (you probably can't, due to the restrictions on charging), or otherwise have some method of splitting your move around an attack or combining an attack with a move.. you won't get an attack this way. You'll jump up, give your enemy an AoO opportunity for the movement, and land back on the ground, at which point you may now attempt to make your attack. From the ground.

No, you end your move in the air, make an attack, then the falling rules apply and you end back up on the ground. Nothing in jump prevents you from ending your voluntary movement in open space.

tyckspoon
2017-09-28, 04:39 PM
No, you end your move in the air, make an attack, then the falling rules apply and you end back up on the ground. Nothing in jump prevents you from ending your voluntary movement in open space.

I'm pretty sure this is covered by the 'if not otherwise mentioned, D&D life works like reality' clause - you can't jump to open air. That's just called 'falling'.

Even if you want to assume this is possible, you still have to make your Jump check to do it. A 5-foot high jump with no running start (the minimum in order to leap straight up and enter the 5-foot cube over your head) is a DC 40. So.. good luck.