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paths:devoted_path:domain:charm [2024/11/12 21:11] – [Favored Spells] elfinlockspaths:devoted_path:domain:charm [2025/02/06 16:26] (current) – [Enlightenment - Hear Me Out (Su)] elfinlocks
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 ===== Primus - Doe Eyes (Sp) ===== ===== Primus - Doe Eyes (Sp) =====
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-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 the target creature 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.+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 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.
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 ===== Enlightenment - Hear Me Out (Su) ===== ===== Enlightenment - Hear Me Out (Su) =====
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-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 factor. 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.+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.
  
 To use this ability, at least one enemy must be able to see, hear, and understand you. This is a mind-affecting supernatural ability. To use this ability, at least one enemy must be able to see, hear, and understand you. This is a mind-affecting supernatural ability.