Flight, Hover and full-round attacks


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Liberty's Edge

Azothath wrote:
after 16 years hopefully your GM has figured something out...

Guy Lodoucer's posts are from yesterday.


Diego Rossi wrote:


Then there is the Hover feat.
It removes the need to make a Fly check when hovering. But you can take it only if you are Large.
Only large creatures can make full-round actions while flying?

P.s.:Vrock . It has five attacks; two are talons. When can it use them?

Minor correction, the only requirement is a Fly speed.

Beeing large or larger is only relevant for whirling up a dust/debris cloud.

Liberty's Edge

Toshy wrote:


Minor correction, the only requirement is a Fly speed.

Thanks.

If the feat said something like: "This feat allows a flying creature to take a full round action while hovering." there would be no problem. The feat would be needed to do that.
But it only says that it removes the need to make the check. Removing the check, as a consequence, removes the action or reaction needed to use it, and, as a further consequence, allows the use of a full round action.
Either it is a mandatory tax feat for all flying creatures with more than one attack (but monster statblocks don't reflect that), or its benefit is only that it removes the fly check (and the dust cloud if you are large).


Diego Rossi wrote:

Consider a Thunderbird.

2 claws attack, 1 bite. It requires a full round action to use its attacks, but with your interpretation, it needs to land to make a full attack.
If it lands, it is standing on those two legs, so even with a lenient interpretation, it can make only 1 claw attack. They aren't iterative attacks, so they are done at the same time.

While I agree that hovering is not (and should not be) an action, I don't think this really illustrates it. I am not aware of any requirement for attacks within a full attack to be simultaneous, and it would break a bunch of things if there were (or at least make them weird).

For example, cats cannot usually fly, and also need their paws to stand on. Does that mean a cat can never use both their claw attacks?

Liberty's Edge

A cat is a quadrupede. Do you think that a Thunderbird would stand on its wings to claw with its legs?

FAQ wrote:

Claws and Talons: If I gain claw attacks, can I put those claw attacks on my feet?

If you are a bipedal creature (roughly humanoid-shaped, with two arms and two legs), your claws must go on your hands; you can not assign them to any other limb or body part.

If you are a quadruped (or have more than four legs), you can have claws on your feet. If you have claws on all of your feet, normally you can't use all of those claw attacks on your turn unless you have a special ability such as pounce or rake.

Talons are much like claws, but go on a creature's feet, usually a bipedal creature (especially a flying bipedal creature such as a giant eagle or harpy). An ability that grants you claw attacks cannot be used as if they were talon attacks (in other words, you can't "re-skin" the ability's game mechanics so you can use it on a different limb).

Apparently, Paizo thought that you had to use at least some of your legs to stand.


Diego Rossi wrote:
Toshy wrote:


Minor correction, the only requirement is a Fly speed.

Thanks.

If the feat said something like: "This feat allows a flying creature to take a full round action while hovering." there would be no problem. The feat would be needed to do that.
But it only says that it removes the need to make the check. Removing the check, as a consequence, removes the action or reaction needed to use it, and, as a further consequence, allows the use of a full round action.
Either it is a mandatory tax feat for all flying creatures with more than one attack (but monster statblocks don't reflect that), or its benefit is only that it removes the fly check (and the dust cloud if you are large).

I haven't looked at all the creatures in the bestiary for comparators so I cannot speak to monster stats being fully reflective. What I will say is there are classes that don't necessarily need the prerequisites to utilize a feat. So in instances that a creature has either good or perfect flight they could be considered to have hover for all intent and purpose.

(in Pathfinder 1e, there are several ways a character can obtain and use feats without meeting the prerequisites, often through specific class features that allow you to treat yourself as having met them. The core rules state that while you must meet requirements to take a feat, some special abilities bypass this.
Here are the primary methods:

Ranger/Slayer Combat Style Feats: When choosing bonus feats from a selected combat style (e.g., Archery, Two-Weapon Combat), you can take the feat even if you do not have the normal prerequisites. However, you often lose the benefits of these feats if you wear armor heavier than allowed by the style.

Monk Bonus Feats: Certain monk archetypes or the standard monk list allow you to select specific combat feats (like Dodge or Combat Expertise) as bonus feats without needing to meet their prerequisites.
Brawler's Flurry/Martial Flexibility: A Brawler can use Martial Flexibility to gain a combat feat they don't qualify for. Additionally, the Brawler's Flurry class feature allows them to act as if they have specific prerequisites (like Two-Weapon Fighting) while using that ability.

Fighter Armor Training: The Advanced Armor Training option "Defended Movement" allows a fighter to treat their current armor bonus as the prerequisite for Dodge and Mobility.
Specific Feats: Some rare feats may count as other feats for prerequisites, such as how Combat Stamina (a system-level rule) can allow you to bypass or ignore prerequisites for certain combat feats.
Key Rules Distinctions:

Temporary vs. Permanent: If you only meet a prerequisite temporarily (e.g., via a Belt of Giant Strength), you can use the feat, but if you take the item off, you lose access to the feat until it is worn again.
Bonus Feats: If a class grants a bonus feat, it usually specifies if you can skip the prerequisites).

What else that is strange is I asked AI a question involving hover as a move action and the answer that came up is stated below.

In Pathfinder 1e: any creature with a fly speed can hover, but it requires a DC 15 Fly check to perform the action, regardless of their maneuverability. Creatures without the inherent ability to hover (or those with lower maneuverability) must move at least half their speed each round to avoid falling.
Key details on flying and hovering in Pathfinder 1e:
Hovering Rule: To hover (stay in place), a creature must use a move action and succeed on a DC 15 Fly check.
Without Hovering: If a creature does not hover, it must move at least half its speed on its turn to remain aloft.
Maneuverability: While all can attempt it, better maneuverability makes these checks easier (e.g., Perfect maneuverability gains a +8 bonus, making it trivial).
Perfect Maneuverability Exception: Creatures with "Perfect" maneuverability do not need to make checks to hover and can do so without losing speed.
Falling: If a flying creature fails to move at least half its speed or fails the hover check, it risks falling.

Liberty's Edge

CRB-Fly wrote:
Check: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

So, if a creature makes the appropriate check, it can continue flying at the end of the turn even if it hasn't moved.

The maneuver needed is Hover:

CRB-Fly wrote:


Flying Maneuver Fly DC
Hover 15
CRB-Fly wrote:

Action: None.

A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

A Full-round action is "another action", so you can make the check as part of the full action Full attack, and making the check doesn't require any movement, if it is successful.


Diego Rossi wrote:
A cat is a quadruped.

Yes, but it cannot usually stand on its rear feat. It could maybe pop up and swipe with both front claws simultaneously then immediately put them back down, but it certainly isn't biting while it does that.

Unless you think it attacks with diagonally opposite front and back claws? Which would be covered by my "or at least make them weird".

Diego Rossi wrote:
Do you think that a Thunderbird would stand on its wings to claw with its legs?

No, I think it attacks with one leg, puts it down, and then attacks with the other. Remember that the cat example was in service of not adding an unstated requirement for full attacks to be simultaneous.

Diego Rossi wrote:
Apparently, Paizo thought that you had to use at least some of your legs to stand.

The one silver lining to PFS's (otherwise quite sad) decline is that I no longer have to worry about what random nonsense Paizo decide to put in the FAQ. I'll just stick with the actual rules in the actual rulebooks.

The Exchange

I've always treated it as any other "if you fail the check you must do X" requirement. Mainly those from mounted combat.

-If you fail the check to guide with knees, you only have one hand free for the round.
-If you fail the check to fight with a combat trained mount/control mount in battle you can't take any actions other than controlling the mount.

If you're planning to hover, you need to make that check at some point before a failure would make your turn illegal. Normally that means at the beginning of the turn but you could take a standard action then attempt the hover check.

Like Diego, I allow a 5' step if you make the hover check as "not an action". If you move 5' without making a hover check, that counts as a move action. Skill check, provoking AoO, everything normal.


In the "Companions of the Firmament" Rules set for Flying, there are clear, concise rules that are laid out over pages with tables as well. Below I gave the one line for hover to prove my point. I don't think it proper to give out the full charts, as they along with the rules set are well worth purchasing.
I just couldn't for the life of me understand how a perfect fly maneuverability could ever be reflected in the same way as a poor one.

Hover: Hovering is a powerful tactical flying maneuver, allowing
the creature to remain still in the air at their current altitude.
Fly Skill: The fly skill allows any flier to perform a hovering maneuver by making a DC 15 Fly check. Failure presumably means
needing to abide by the Glide maneuver.

Table 10-3: Top Down Flying Movement Table

Maneuver Fly Skill Perfect Good Average Poor Clumsy

Hover DC 15 Swift action Move action No No No

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