Cleric Domain Power Action Clarification


Rules Questions


2 people marked this as FAQ candidate.

Quick question. I'm sure someone has asked this before but I didn't see it by doing a search.

My Cleric has two aura special abilities. Neither one lists what kind of action is required to activate it? Would these be free, swift or standard actions? Do they require any action to keep activated?

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.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Also with the Madness domain, I have another ability.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

There's no save DC listed. Does this mean that there is no save?


1 person marked this as FAQ candidate.

Unless otherwise specified (Sp) and (Su) abilities are standard actions to activate. Shutting them off is usually a free action.

As written, Vision of Madness has no save.


Mauril wrote:
Unless otherwise specified (Sp) and (Su) abilities are standard actions to activate. Shutting them off is usually a free action.

Hmmm. That makes Destructive Aura pretty useless. Why would anyone spend an action to cause themselves just as much damage as they're dishing out?


Because they are standing near a whirlwind attacking raging barbarian with a keen greatsword? *shrug*


Mauril wrote:
Because they are standing near a whirlwind attacking raging barbarian with a keen greatsword? *shrug*

Yes, meaning instead of being a good option half of the time, it's now only a good option in very extreme circumstances.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Remember that only activating is a standard action, but keeping up the aura for the following round does not require an action.


Yes, I know. If it only affected allies, it'd be a useful and poweful ability. Since my enemies get the same bonus' that me and my allies get, I'll end up spending an action that could've done ~25 HP damage to every enemy around to break even if we aren't unlucky.

I'm not complaining, I'm just stating the obvious. It's rarely beneficial to spend an action to turn that on.


I think that we need time activation in every ability description. I some case, I assume that is a non action (like the hair hex of the witch). You should see it in the game balance.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Cleric Domain Power Action Clarification All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions