air walk pathfinder

Type to search for a spell, item, class — anything!The subject can tread on air as if walking on solid ground. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. The subject can tread on air as if walking on solid ground. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed. We use Cookies to help personalize and improve Roll20. The Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.A strong wind (21+ miles per hour) can push the subject along or hold it back. Check out new settings that allow you to zoom and scroll easily. For more information on our use of non-essential Cookies, visit our Privacy Policy Updated Dynamic Lighting now does as much and even more than our legacy system!Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!Put your scrollwheel or trackpad to good use! A strong wind (21+ miles per hour) can push the subject along or hold it back. The target can walk on air as if it were solid ground. DESCRIPTION The wearer of these slippers may walk on air (as the spell air walk) for up to 10 minutes per day, which may be used in 1-minute increments and requires no action to activate.

The subject can tread on air as if walking on solid ground. If it reaches the ground in that amount of time, it lands safely. Moving upward is similar to walking up a hill. A strong wind (21+ miles per hour) can push the subject along or hold it back. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. Moving upward is similar to walking up a hill. The subject floats downward 60 feet per round for 1d6 rounds. The subject can tread on air as if walking on solid ground. A strong wind (21+ mph) can push the subject along or hold it back. The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.Should the spell duration expire while the subject is still aloft, the magic fails slowly. A strong wind (21+ miles per hour) can push the subject along or hold it back. You can train a mount to move with the aid of air walk (counts as a trick; see Check out our other SRD sites! Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. The subject can tread on air as if walking on solid ground. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. Moving upward is similar to walking up a hill. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.A strong wind (21+ miles per hour) can push the subject along or hold it back. A strong wind (21+ miles per hour) can push the subject along or hold it back. Check out new settings that allow you to zoom and scroll easily.Updated Dynamic Lighting now does as much and even more than our legacy system!Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!Put your scrollwheel or trackpad to good use!

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