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Originally Posted by Landwalker
I assume you mean the "+100%" Malediction, right?
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Yep
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I'm not really dead-set on keeping it.* It just seemed like a convenient thing to do. I would also be amenable to figuring out a way to work in Costs FP. My understanding is that "Costs Fatigue 1 [-5%]" would mean, in this case, "Must spend 1 FP each time the Warchanter triggers the ability, and an additional 1 FP/minute beyond the first if the Warchanter maintains it for that long."
What makes Melee Attack (Reach C) + Aura the appropriate way to model the ability, as opposed to Area Effect (X Yards) + Emanation? Aura specifically says it affects "anyone you touch or who touches you," not those around you.
* In fact, Pathfinder (the source material for this exercise) also does not have Uses/Day for the Bardic Performance abilities. It allows using it for a number of rounds equal to 4+Charisma Modifier. This would allow a Pathfinder Warchanter to use Inspire Courage for 5 six-second rounds each day.
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Melee Attack+Aura+Area Effect means that you have a continous "aura" that covers an area around you, and that affects those that enter it when they enter ir, and once during your turn for every turn afterwards. Emanation+Area Effect means that you can create a split second pulse during your turn, that affects those around you. This is a fundamental change once you factor in modifiers that play with the duration of the ability: Limited use, 1/day for the Aura version would mean that you get one minute of effect, for the emanation version, it would mean that you get one pulse.
EDIT: Oh, and you can combine Aura with Area effect, just in case it was not clear from the comment above. It works as you expect.