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<blockquote data-quote="baberg" data-source="post: 4762988" data-attributes="member: 61654"><p>Thanks!</p><p></p><p>Reading over the Fly keyword in the Monster Manual and Fly rules in the DMB, the following sticks out at me: "If you fail to fly at least 2 squares during your turn, whether due to not moving far enough or simply not using the fly action, you crash at the end of your turn." Also, the altitude limit is the same as the Fly number, so here it would be Dexterity modifier.</p><p></p><p>So - Sorcerer can put himself (DEX) squares in the air as a Move action. Each turn he has to at least move 2 around the battlefield or he falls. If he uses it to make the Ranger fly around and he leaves him hovering in mid-air without a ledge, the Ranger will be unable to move 2 during his turn and therefore fall at the end of it.</p><p></p><p>So we only have a problem with the Sorcerer being out of range for melee attacks, and only if he keeps moving around the battlefield. I don't see how this is particularly bad, since any good party would have the Sorcerer in the backfield anyways - and any good encounter is going to have at least a few ranged attackers to plink away at him while he moves around.</p></blockquote><p></p>
[QUOTE="baberg, post: 4762988, member: 61654"] Thanks! Reading over the Fly keyword in the Monster Manual and Fly rules in the DMB, the following sticks out at me: "If you fail to fly at least 2 squares during your turn, whether due to not moving far enough or simply not using the fly action, you crash at the end of your turn." Also, the altitude limit is the same as the Fly number, so here it would be Dexterity modifier. So - Sorcerer can put himself (DEX) squares in the air as a Move action. Each turn he has to at least move 2 around the battlefield or he falls. If he uses it to make the Ranger fly around and he leaves him hovering in mid-air without a ledge, the Ranger will be unable to move 2 during his turn and therefore fall at the end of it. So we only have a problem with the Sorcerer being out of range for melee attacks, and only if he keeps moving around the battlefield. I don't see how this is particularly bad, since any good party would have the Sorcerer in the backfield anyways - and any good encounter is going to have at least a few ranged attackers to plink away at him while he moves around. [/QUOTE]
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