How does the +1 bonus from the Guidance cantrip work with the extra roll from the Fortune witch hex?
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Example: Witch casts guidance on friend before he makes a big jump to give him +1 acrobatics, lasts for one minute. Then, witch uses fortune hex right before he jumps. Does the friend add +1 to the whatever the better result of the double roll?
Maybe also before a diplomacy check, or running through a trap, or a long distance sniper shot?