Belafon |
1 person marked this as a favorite. |
So is this type of ability a standard action, full round action, or free action?
IE:
Aura of Protection (Su): At 8th level, you can emit a 30-foot
aura of protection for a number of rounds per day equal
to your cleric level.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
wraithstrike |
1 person marked this as a favorite. |
I disagree, if it was a free action to maintain it'd have similar wording to the bardic performance
The bard abilities are extraordinary, not SU.
The rules only state the activation time for turning an SU on, not for maintaining it. Once it is turned on it should stay on, until it is turned off. If they intended for it to state an action to keep it on then it would have been listed. As an example most monster's fear auras are a free action to activate, but it is never stated that a free action is needed to keep it going.
Gorbacz |
I disagree, if it was a free action to maintain it'd have similar wording to the bardic performance
If auras were "droppable" in any way, detect spells would make no sense - bad guys would just not maintain their Evil auras and laugh in face of Paladins.
Belafon |
Skerek wrote:I disagree, if it was a free action to maintain it'd have similar wording to the bardic performanceIf auras were "droppable" in any way, detect spells would make no sense - bad guys would just not maintain their Evil auras and laugh in face of Paladins.
Different kind of aura Gorbacz. (I believe English is not your primary language from earlier posts). This is a special ability that just happens to have the name "aura" (used here to mean special quality surrounding you) associated with it, not your personal alignment aura.
Gorbacz |
No, English isn't my primary. Yes, I can handle semantics. I am a lawyer, I do that for living :P
An aura is an aura. It's something that you can't dismiss out of your own will, just like monsters with auras of some sort can't drop them either (say, archon's aura of menace). The difference is that the Domain aura just ends out of it's own after X rounds.
Belafon |
No, English isn't my primary. Yes, I can handle semantics. I am a lawyer, I do that for living :P
An aura is an aura. It's something that you can't dismiss out of your own will, just like monsters with auras of some sort can't drop them either (say, archon's aura of menace). The difference is that the Domain aura just ends out of it's own after X rounds.
No, I meant that the English language often uses the same word to mean different things. Especially when the statement in question wasn't written by lawyers. Just look at the anguish the word "level" causes to players (character level vs. caster level vs. class level vs. spell level vs. spell slot level vs...). I'm pretty sure that RAI this is supposed to be a completely different thing than your alignment aura. The designer just chose to use "aura of protection" because it sounded better to them than "radius of protection."
Belafon |
Back to the original question:
They have to be able to be maintained as a free action or a lot of cleric powers would simply do nothing. Look at the Strength Domain:
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
No time is listed to activate this ability so per the earlier statement, it's a standard action. Making a Strength check is a standard action, so you can't do it on the same round you use your Might of the Gods. If you have to spend a standard action to maintain it you could never use it for a strength check. (Yes, I know you can swim or climb as a move action but those are Strength-based skill checks. I'm calling out Strength checks specifically.)
Buri |
(Su) abilities by themselves have no standard activation time. This is why you see them always associated to an activation time when they're declared. All cleric powers are assumed to be standard actions unless otherwise stated.
Unless otherwise noted, using a domain power is a standard action.
Also, no where in the rules is it listed that something takes further actions when the base effect lasts multiple rounds. So, it takes no action to maintain the allotted number of rounds.
Grick |
(Su) abilities by themselves have no standard activation time.
Combat - Table: Actions in Combat: "Standard Action - Use supernatural ability"
Supernatural Abilities (Su): "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description)."
Ravingdork |
I don't believe the abilities need to be maintained with any action at all (unless it explicitly states otherwise).
If it did, you wouldn't be able to maintain them while stunned, paralyzed, or otherwise unable to take actions. I really don't believe that was the intent.
Lord Twig |
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
If there was no way to turn the aura off, then it would have to be consecutive rounds. I would say that it is no action for a Supernatural ability to stay in effect and it would be a free action to turn it off.
Grick |
I would say that it is no action for a Supernatural ability to stay in effect and it would be a free action to turn it off.
Careful with the free action. Since it can only be taken on your turn, then you would always have to use two rounds of it. With a non-action you can just not have it keep going as your turn starts.
Lord Twig |
Lord Twig wrote:I would say that it is no action for a Supernatural ability to stay in effect and it would be a free action to turn it off.Careful with the free action. Since it can only be taken on your turn, then you would always have to use two rounds of it. With a non-action you can just not have it keep going as your turn starts.
Hmmm... Good point. You are probably right. A non-action then.
Buri |
Buri wrote:(Su) abilities by themselves have no standard activation time.Combat - Table: Actions in Combat: "Standard Action - Use supernatural ability"
Supernatural Abilities (Su): "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description)."
And so, I am wrong.
Randy Lockard |
1 person marked this as a favorite. |
Also if you actually had to use actions to maintain the uses you would not actually be able to benefit from many like the following:
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive
Diego Rossi |
I imagine that if you used a free action to shut it off at the start of your turn, that it wouldn't count that round. Sort of like shutting off rage.
Actually, unless you stop the rage at the end of your turn, you consume one round of range in the round in which you stop it.
"A barbarian can end her rage as a free action", so he can stop it during his turn, but he spend the round of rage at the start of his turn if he start the round in rage.
So:
Round one -> enter rage, spend 1 round of rage
Round two -> start round, spend 1 round of rage, leave range in any moment during your turn.
The only way to avoid that is
Round one -> Enter rage, do your action in your turn, exit rage at the end of the turn.
but doing that you don't benefit from the rage when it is your enemies turn.
Belafon |
They have to be able to be maintained as a free action or a lot of cleric powers would simply do nothing. Look at the Strength Domain:
PRD wrote:Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Also if you actually had to use actions to maintain the uses you would not actually be able to benefit from many like the following:
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive
Deja Vu!