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| paths:devoted_path:domain:charm [2024/11/12 21:11] – [Favored Spells] elfinlocks | paths:devoted_path:domain:charm [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking 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 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. |
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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. |
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| 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. |
| 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. | 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. |
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| 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. | 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 [[priority:magic#caster_level|Caster Level]] to the [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] bonus it provides. |
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