| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| paths:devoted_path:domain:charm [2024/11/07 21:01] – [Charm Subdomains] elfinlocks | paths:devoted_path:domain:charm [2025/02/06 16:26] (current) – [Enlightenment - Hear Me Out (Su)] elfinlocks |
|---|
| //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 a 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|]] |