I'm pointing out that if you use your move action to fly into the air, you start falling once you end your move action
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ok, so, I think that's what we're talking about. it's unclear whether airstep sandals saying "you fall" takes precedence for being specific over general, or whether good's maneuverability which allows you to hover being the primary rule on flight maneuverability does.
The soulmeld pretty clearly states that you can fly for one move action per round, and if you don't end the movement on the ground you fall
Another way to look at the same issue: if you are 'hovering', are you also 'solidly supported'? I'd say yes, normally, but in D&D, there is some precedent for treating 'solidly supported' as 'supported by a solid', rather than 'supported in a solid manner'.
Another point: if you 'end your flight solidly supported', by hovering at the end of your flight, then you are no longer solidly supported the moment you do end your flight, because you have just ended the thing that allowed you to treat 'hovering' as 'solid support'. That is to say, if 'hovering > solid support' is true, then do you have to end your flight while solidly supported (else you fall), or do you have to end your flight such that you are solidly supported afterwards (else you fall)?
Such fun questions. Let's argue about this till the sun comes up!
As pointed out it doesn't give you a fly speed, it gives you the ability to fly as a move action, which means you cannot, for example, perform the full-round run action, or charge action, and as it goes on to clarify you must end your movement solidly supported it means no hovering. Since it is once per round you can't even double move. Finally as the primary source on what the soulmeld does and the specific rule for the soulmeld it'd take precedent over the general rule for how fly speed works.
Again, though, it's one of those where you ask the DM if the chakra bind gets around it (I lean towards it being underpowered since you also can't charge with it, and 90% of the time the reason you want perfect flight over good is to charge).
There's zero basis for the bind getting around it. All it does is improve your maneuverability. It doesn't change anything else.
This thread must be an amazing source of necromantic energy...
So let me get this straight...
An obsolete guide about an obscure mechanic from an obsolete gaming system written, with the last post some three and a half years ago, had an error... and your response is not to actually post on your actual account, but to create a dummy throwaway account (against the forum rules), pretend you are someone else (also against the forum rules), to try and correct it because someone on the internet was WRONG...
My suggestion: invest in Knowledge (Architecture & Engineering) so you can build yourself a bridge to get over it.