Difference between revisions of "Feats/Mentalist"
Line 5: | Line 5: | ||
|Fluff=You gain the ability to alter the minds of others, causing them to act as you see fit. | |Fluff=You gain the ability to alter the minds of others, causing them to act as you see fit. | ||
|MainCategory=Mind School | |MainCategory=Mind School | ||
|SubCategories=Arcane | |SubCategories=Arcane, Mind, School | ||
|Keywords=Charm | |||
|Prereq=— | |Prereq=— | ||
|Short=Gain the ability to cast charms. | |Short=Gain the ability to cast charms. | ||
Line 30: | Line 31: | ||
|OGL=SoP | |OGL=SoP | ||
}} | }} | ||
} |
Latest revision as of 20:47, 15 May 2022
Main > Feats |
(Arcane, Mind, School)
You gain the ability to alter the minds of others, causing them to act as you see fit.
Charm
You may place charms on creatures. Charms require a standard action to use and have a range of Close.
You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm feat changes this.
Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm feat before you may use any powerful charms.
You gain the following charm when you gain Mentalist:
Suggestion: You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates).
The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first.
If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request.
Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature.
Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.
Creature | Very Simple Request | Basic Request | Would not normally do | Against the creature's nature |
---|---|---|---|---|
Paladin | Provide healing to an injured person. | Protect the innocent from danger, hunt a monster in the area. | Ignore minor criminal activity, hide a creature of dubious guilt. | Attack team mates, slaughter the innocent, renounce her religion, desecrate a temple. |
Evil-Aligned Thief | Steal a simple, unattended object, visit a tavern. | Share non-compromising information, teach someone thieving skills. | Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back. | Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes. |
Bear | Grab fish from a stream. | Calm down and not attack an unassuming target. | Ignore a humanoid sitting in its den. | Ignore the kidnapping of its cubs. |
Goblin Raider | Ambush a weak, unguarded target. | Join a raid on a town, or the hunting of a monster. | Co-exist with non-evil-aligned creatures, fight a target where survival is uncertain. | Fight a target where survival is unlikely, join a raid against its own tribe. |
Ancient Dragon | Eat an annoying humanoid. | Eat an unassuming humanoid. | Give up a valuable item. | Give up its horde. |
Middle-Aged Farmer | Eat lunch. | Give a kind stranger a meal and a hayloft to sleep in. | House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests. | House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier. |
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Function: CargoSQLQuery::run Query: SELECT `cargo__OGLEntries__Open_Game_Content`.`_value` AS `Open Game Content` FROM `cargo__OGLEntries` LEFT OUTER JOIN `cargo__OGLEntries__Open_Game_Content` ON ((`cargo__OGLEntries`.`_ID`=`cargo__OGLEntries__Open_Game_Content`.`_rowID`)) WHERE Tag = "SoP" GROUP BY `cargo__OGLEntries__Open_Game_Content`.`_value` ORDER BY `_rowID` LIMIT 100
Open Gaming Content On This Page From:
System Reference Document
Spheres of Power
}