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General Tabletop Discussion
D&D Older Editions
[3.5] What are the Feats that Affect Face Characters
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7163405" data-attributes="member: 19675"><p>Draconic Persuasion</p><p>Type: Draconic </p><p>Source: Races of the Dragon</p><p></p><p>Your arcane talents lend you a great deal of allure. </p><p>Prerequisite: Draconic Heritage, sorcerer level 1st. </p><p>Benefit: 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. The check must be made before the end of the next round.</p><p></p><p>***</p><p></p><p>Fey Presence</p><p>Type: Heritage </p><p>Source: Complete Mage</p><p></p><p>You share your ancestors' knack for playing tricks on the minds of others. </p><p>Prerequisite: Non-lawful alignment, Fey Heritage, character level 6th. </p><p>Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.</p><p></p><p>***</p><p></p><p>Celestial Sorcerer Aura</p><p>Type: Heritage </p><p>Source: Player's Handbook II</p><p></p><p>The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura. </p><p>Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st. </p><p>Benefit: 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. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). 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. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability. </p><p></p><p>***</p><p></p><p>Draconic Presence</p><p>Type: Draconic </p><p>Sources: Complete Arcane</p><p>Races of the Dragon</p><p></p><p>When you use your magic, your mere presence can terrify those around you. </p><p>Prerequisite: Draconic Heritage. </p><p>Benefit: 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. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier).</p><p>A successful save indicates that the opponent is immune to your draconic presence for 24 hours. 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.</p><p></p><p>***</p><p></p><p>Voice of Winds</p><p>Type: Bloodline </p><p>Source: Dragon #311</p><p></p><p>Your affinity for the air affects your speaking voice. When you wish it, your voice changes to reflect an amazing range of emotion. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm. </p><p>Prerequisite: Air Bloodline, ability to cast 2nd-level arcane spells. </p><p>Benefit: You gain a +2 bonus on Diplomacy and Intimidate checks made when speaking to others. This bonus applies even if the listeners do not understand the language you are speaking.</p><p></p><p>***</p><p></p><p>Devil's Aura</p><p>Type: Devil-Touched </p><p>Source: Fiendish Codex II</p><p></p><p>Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence. </p><p>Prerequisite: Cha 13, Intimidate 9 ranks, Devil's Favor </p><p>Benefit: You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for ld3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round.</p><p></p><p>You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. </p><p></p><p>***</p><p></p><p>Devil's Tongue</p><p>Type: Devil-Touched </p><p>Source: Fiendish Codex II</p><p></p><p>You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's. </p><p>Prerequisite: Cha 15, Devil's Favor </p><p>Benefit: As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be dazed for 1 round. In addition, he is rendered flat-footed.</p><p></p><p>You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action.</p><p></p><p>This is a mind-affecting, language-dependent, supernatural ability.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7163405, member: 19675"] Draconic Persuasion Type: Draconic Source: Races of the Dragon Your arcane talents lend you a great deal of allure. Prerequisite: Draconic Heritage, sorcerer level 1st. Benefit: 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. The check must be made before the end of the next round. *** Fey Presence Type: Heritage Source: Complete Mage You share your ancestors' knack for playing tricks on the minds of others. Prerequisite: Non-lawful alignment, Fey Heritage, character level 6th. Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level. *** Celestial Sorcerer Aura Type: Heritage Source: Player's Handbook II The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura. Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st. Benefit: 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. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). 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. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability. *** Draconic Presence Type: Draconic Sources: Complete Arcane Races of the Dragon When you use your magic, your mere presence can terrify those around you. Prerequisite: Draconic Heritage. Benefit: 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. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier). A successful save indicates that the opponent is immune to your draconic presence for 24 hours. 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. *** Voice of Winds Type: Bloodline Source: Dragon #311 Your affinity for the air affects your speaking voice. When you wish it, your voice changes to reflect an amazing range of emotion. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm. Prerequisite: Air Bloodline, ability to cast 2nd-level arcane spells. Benefit: You gain a +2 bonus on Diplomacy and Intimidate checks made when speaking to others. This bonus applies even if the listeners do not understand the language you are speaking. *** Devil's Aura Type: Devil-Touched Source: Fiendish Codex II Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence. Prerequisite: Cha 13, Intimidate 9 ranks, Devil's Favor Benefit: You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for ld3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. *** Devil's Tongue Type: Devil-Touched Source: Fiendish Codex II You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's. Prerequisite: Cha 15, Devil's Favor Benefit: As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be dazed for 1 round. In addition, he is rendered flat-footed. You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action. This is a mind-affecting, language-dependent, supernatural ability. [/QUOTE]
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[3.5] What are the Feats that Affect Face Characters
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