Knightfall
World of Kulan DM
Well, it didn't take long to find this in Part Four of All About Movement...
From the quoted text, it seems like Quinn can drink his potion this round (standard action), fly down to where Maur is fighting Quinn (move action), and then begin to hover (free action). But if he wants to hover while moving, he has to use a move action and can only move at half speed.
@ScottDeWar_jr, you don't have to worry about needing to do a Flyby Attack. You can just have Quinn hover within the spiked chain's reach and attack Tarrak... I think. I need to read through Part Five of All About Movement as well.
So, it looks like the Hover feat is wrong and the table is right, although there seems to be some restrictions on how hover can be used while in the process of moving. I'm not completely sure how to judge that for the fly spell. (It's not like Quinn is flapping his arms as he flies. Heh.)Hover: Hover is the ability to stay in one place while airborne. As shown in the Dungeon Master's Guide, creatures with perfect or good maneuverability always have this ability. Less maneuverable creatures also might gain this ability via the Hover feat from the Monster Manual.
A creature with perfect maneuverability can hover as a free action and remain airborne.
A creature with good maneuverability also can hover as free action. It can instead hover as a move action and, as part of that move action, can move at half speed in any direction it likes (including straight up, straight down, or backward). Before or after it moves, the hovering creature can turn to face any direction it likes. When it stops hovering, it can resume ordinary flight in any direction in which it could normally fly.
A creature with less than good maneuverability, such as a harpy, that gains the ability to hover from the Hover feat, must use a move action to switch from normal flight to hovering. It can then use another move action (if it has one available during the current turn), to move at half speed in any direction it likes (including straight up, straight down, or backward). Before or after it does this hovering movement, the creature can turn to face any direction it likes. When it stops hovering, the creature can resume ordinary flight in any direction in which it could normally fly.
If a creature begins its turn hovering, it can hover in place for the turn (no matter what its maneuverability) and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
From the quoted text, it seems like Quinn can drink his potion this round (standard action), fly down to where Maur is fighting Quinn (move action), and then begin to hover (free action). But if he wants to hover while moving, he has to use a move action and can only move at half speed.
@ScottDeWar_jr, you don't have to worry about needing to do a Flyby Attack. You can just have Quinn hover within the spiked chain's reach and attack Tarrak... I think. I need to read through Part Five of All About Movement as well.
Rules of the Game: All About Movement (Part Five)
Rules of the Game: All About Movement (Part Five)
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