![]() This bonus applies even if the listeners do not understand the language you are speaking. Prerequisite: Air Bloodline, ability to cast 2nd-level arcane spells.īenefit: You gain a +2 bonus on Diplomacy and Intimidate checks made when speaking to others. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm. When you wish it, your voice changes to reflect an amazing range of emotion. Your affinity for the air affects your speaking voice. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier).Ī successful save indicates that the opponent is immune to your draconic presence for 24 hours. When you use your magic, your mere presence can terrify those around you.īenefit: Whenever you cast an arcane spell, all opponents within 10 feet of you who have fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st.īenefit: As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura. Your caster level equals your character level. Prerequisite: Non-lawful alignment, Fey Heritage, character level 6th.īenefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. You share your ancestors' knack for playing tricks on the minds of others. The check must be made before the end of the next round. Prerequisite: Draconic Heritage, sorcerer level 1st.īenefit: After you cast an arcane spell, you gain a bonus equal to 1-1/2 times the spell's level on your next Bluff, Intimidate, or Perform check. Your arcane talents lend you a great deal of allure. ![]()
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