Bedeviling Aura - Standard Action?


Rules Questions

Grand Lodge

1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Rulebook Subscriber

From the Phantasm subschool of Illusion

APG wrote:
Bedeviling Aura (Su): At 8th level, you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. 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.

Is it a std action to initiate and a std action to continue to use it? Or a free action on your turn to turn it on for a round?


I have always played that these "number of rounds per day" effects are free actions to activate and maintain.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Thanks AvalonXQ for the answer, I asked this late Friday, I thought I mighty just bump it for attention. I really hope that is that is the case.


Supernatural abilities are activated as a standard action unless noted otherwise (e.g. bardic performance at higher levels). With abilities that last for a limited number of rounds/minutes/hours per day I'd say that they either require a free action or no action to maintain. In this case I'd say free action as I don't see it should work while the character is dazed/stunned or otherwise prevented from taking mental actions.


Thread necromancy.

I see that supernatural abilities are a standard action to activate.

Is there anything at all in the rules that says what action it is to maintain them? I've been searching and cannot find anything on this at all. Logic would say free action, but I just can't find anything on it.


I generally go with a standard action to turn such things on, and no action to maintain or turn off in my games (unless the ability says otherwise).

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