The transmuted creature can tread on air as if walking on
solid ground. Moving upward is similar to walking up a hill. The
maximum upward or downward angle possible is 45 degrees, at a
rate equal to one-half the creature's normal speed.
A strong wind (21+ mph) can push an air walker along or hold
her back. At the end of her turn each round, the wind blows her 5
feet for each 5 miles per hour of wind speed. The creature can,
at the DM's option, be subject to additional penalties in
exceptionally strong or turbulent winds, such as loss of control
over movement or suffering physical damage from being buffeted
about.
The character can cast air walk on a specially trained mount
so it can be ridden through the air. The character trains a mount
to air walk with the Handle Animal skill (air walking counts as
an unusual task).
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