Flying Hex


Rules Questions


Does a witch need to activate the flying hex or can I simply fly. For example on my first turn can I fly 20 feet into the air and take a standard action or do I need to activate hex as a standard action and then fly 20 feet as a move action?

Lantern Lodge

pogie wrote:
Does a witch need to activate the flying hex or can I simply fly. For example on my first turn can I fly 20 feet into the air and take a standard action or do I need to activate hex as a standard action and then fly 20 feet as a move action?

"Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity."

The Flight Hex does not say otherwise, so standard action it is.

Sczarni

(and pretend that the Feather Fall aspect of the Hex says it's an Immediate action)


Pathfinder Maps Subscriber

I've always played that my tiefling witch needs a standard action to activate flight. Once that's done, I can use move actions to fly.


Nefreet wrote:
(and pretend that the Feather Fall aspect of the Hex says it's an Immediate action)

Flight:
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

So, the 1st level effect is 'feather fall' at will. Feather fall is castable as an immediate action, as you say. At 3rd level, the witch can cast 'levitate', which takes a standard action, as does the Fly spell.

I see no confusion or discrepancy. Flying using the hex needs a standard action because it is 'as per the spell', with the provisos listed.

Sczarni

You have an active imagination.

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