User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
paths:devoted_path:domain:charm [2023/05/30 20:16] – created elfinlockspaths:devoted_path:domain:charm [2025/02/06 16:26] (current) – [Enlightenment - Hear Me Out (Su)] elfinlocks
Line 3: Line 3:
 //You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.// //You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.//
  
-===== Primus - Dazing Touch (Sp) =====+===== Primus - Doe Eyes (Sp) ===== 
 +<WRAP round box> 
 +You can cause an enemy's attack to hesitate at the last second, lessening it's impact. By spending 1 [[priority:magic#mana|MP]] as an Immediate Action, a single attack made by a target creature in Close range inflicts the minimum possible damage (meaning all rolled dice are treated as if they rolled a 1) - you may use this Talent after it is determined whether the attack hits or not. The creature affected by this Talent must be able to see you. This is a mind-affecting spell-like ability. 
 +</WRAP> 
 +===== Enlightenment - Hear Me Out (Su) ===== 
 +<WRAP round box> 
 +As a Full Action, you may spend 5 [[priority:magic#mana|MP]] interrupt combat to force your enemies to parlay with you. Initiative turn order is paused, after which you may freely speak to the enemies and attempt [[priority:skills:diplomacy|Diplomacy]], even if the enemies would not normally consider this as an option. This acts like a fascination effect, meaning that the enemies will not attack you first; you or your allies must initiate combat to resume the Initiative turn order from where it left off. However, enemies are not flat-footed in this manner - if you or your allies begin aggressive actions, Initiative simply resumes from where it left off.
  
-You can cause a living creature to become dazed for 1 round at will as a melee touch attack. Creatures with more Hit Dice than your caster level are unaffected.+To use this ability, at least one enemy must be able to see, hear, and understand you. This is mind-affecting supernatural ability. 
 +</WRAP> 
 +===== Zenith - Kiss From a Rose (Ex) ===== 
 +<WRAP round box> 
 +Your charm and beauty begin to surpass that of other mortals - living humanoids now possess a starting attitude of Friendly towards you (though this may be quickly ruined by the actions of you or your allies). Any time you speak to a creature as a Full Action or more (such as by making a [[priority:skills:diplomacy|Diplomacy]] check), they are subjected to your charms - this works like [[priority:magic:spells:tier1:charm_person|Charm Person]], except it is an Extraordinary effect. This Talent is still mind-affecting however, meaning that it has no effect upon creatures normally immune to such things.
  
-===== Enlightenment Charming Smile (Sp) ===== +Lastly, it becomes more difficult than ever for creatures to bring themselves to harm you whenever you take the Total Defense action, you gain half your Caster Level to the AC bonus it provides 
- +</WRAP>
-You can cast [[priority:magic:spells:tier1:charm_person|]] as a swift action, with a DC of 10 + 1/2 your Caster Level + your Primary Casting Attribute modifier. You may use this ability a number of times per day equal to your Primary Casting Attribute modifier.+
  
 ===== Favored Spells ===== ===== Favored Spells =====
- 
-You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner): 
  
   * [[priority:magic:spells:tier1:charm_person|]]   * [[priority:magic:spells:tier1:charm_person|]]
Line 25: Line 32:
   * [[priority:magic:spells:tier9:dominate_monster|]]   * [[priority:magic:spells:tier9:dominate_monster|]]
  
-===== Charm Subdomains ===== 
  
-  * [[~:Love]] 
-  * [[~:Lust]]