xebeche |
Just a quick clarification, thanks! =D
Wizard's Divination School (Foresight)
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
As per the table "Actions in Combat" activating a supernatural ability requires a standard action. The above supernatural ability does not have any rules about maintaining it. Am I correct in assuming that its continued effect from one round to the next requires a standard action each round? In other words, unlike a bard, I can't "perform" my predictions while slinging spells or firing a crossbow?
Petty Alchemy RPG Superstar Season 9 Top 16 |
xebeche |
Consider the Witch's Flight Hex, you don't have to pause to re-activate it every round. That'd be silly.
That that's what I initially assumed, but it Foretell doesn't explicitly modify the default supernatural ability rules. Seems that a GM could rule either way, and in Pathfinder Society that could get annoying.
Branding Opportunity |
I'd agree with Petty Alchemy here. Standard to activate and then it lasts as long as you wish (up to the maximum number of rounds/day). Any other interpretation would make it a pretty lousy 8th level ability, considering that you could instead be throwing around cloudkills and cones of cold.