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<blockquote data-quote="paradox42" data-source="post: 4536176" data-attributes="member: 29746"><p>Now given the above post, on the Diplomacy Portfolio, it's now necessary to share the new Divine [Effect] we came up with as part of it. It came about because none of the existing Ascension [Effects] seemed to fit the concept- we tried both Iatric (healing) and Sonic (the idea being that the Diplomat "yells at" recalcitrant enemies), and both were ultimately rejected because the philosophy we wanted to stick to was "If a fight starts, Diplomacy has already failed."</p><p></p><p>So we come to the following. The notion here is that the immortal can already affect creatures' emotional state with the divine aura, so why can't the character also do it in an active form (like a breath weapon or a beam)? We borrowed an idea of 4th Edition, specifically the way it changed most of the old mind-affecting stuff like a Mind Flayer's <em>Mind Blast</em> to just another form of damage. We used that concept to make a new form of "damage" dealing no real harm- but I'm getting ahead of myself. Read on.</p><p></p><p><strong>Emotional [Effect] (Su) [Mind-Affecting]</strong></p><p>Change your targets' emotional state with divine energy.</p><p><strong>Benefit:</strong> The effect causes d20 Psychic damage per hit die of the immortal. Psychic damage does no bodily harm and cannot kill a target, but when it overwhelms the target's mind (when the target takes more Psychic damage than its full healthy hit point total) it forces the creature's mind into a new state as determined by the immortal. The effect shifts the target one step towards or away from Hostile, on the NPC reactions scale each time you reach this threshold. If you deal more Psychic damage in one attack than twice the target's full healthy hit point total, then you may shift the target two steps along the scale, and so on. Psychic damage is erased when the threshold is reached and the shift occurs, or after one hour, whichever occurs first.</p><p></p><p>This is considered a Mind-Affecting effect, but allows no saving throw once the Psychic damage reaches the threshold amount, nor is Spell Resistance relevant. A target which has resistance to Mind-Affecting effects (in the form of a saving throw bonus) gets Damage Reduction against the Psychic damage equal to double the saving throw bonus. Creatures immune to Mind-Affecting effects or abilities are likewise immune to Psychic damage and having their attitudes and emotions shifted this way.</p><p></p><p>e.g. A 50 HD immortal taking Emotional Hand would gain a touch attack dealing 25d20 Psychic damage. If this attack is used on a Shocker Lizard (with a healthy total of 13 hit points), dealing its average of 262 Psychic damage, the immortal can shift the creature from Hostile attitude to Fanatic (one step above Helpful) with just the one touch. If the attack is instead used on a Tarrasque (full healthy total of 858 hit points), the immortal would instead have to successfully touch it four times to shift the creature from Hostile to Unfriendly.</p><p><strong>Special:</strong> This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect, or it applies to the same effect as follows:</p><p></p><p>Taken twice = <strong>Greater Emotional [Effect]</strong>, original effect doubled.</p><p>Taken three times = <strong>Superior Emotional [Effect]</strong>, original effect tripled.</p><p> Taken four times = <strong>Perfect Emotional [Effect]</strong>, original effect quadrupled.</p><p> Taken five times = <strong>Emotional Mastery</strong>, use any type of Emotional effect.</p><p> Taken six times = <strong>Uncanny Emotional Mastery</strong>, shape area effects to only target those you want to.</p><p> </p><p><strong>Special:</strong> The "hostility" track need not be the only one this effect can change. At the DM's option, other emotional states, such as Fear or Lust, might be similarly affected. It is suggested that if the DM allows this, an immortal taking Emotional [Effect] should select one type of emotion to affect with it, much as one must choose between Fire, Cold, or others when taking [Energy][Effect]. The emotions chosen for this effect should be emotional states that also have a "track" or spectrum in game terms, like the Hate/Love track of basic NPC reaction attitudes used as a base above. Fear already has such a track (Shaken, Frightened, Panicked in order of increasing fear), but other emotional states are not covered in the core rules.</p><p></p><p></p><p>We used the idea of Psychic damage because during our debates about what this effect should do, it became clear that we wanted something which- like our changes to the Diplomacy skill itself- would be less effective against powerful creatures (particularly creatures more powerful than the Diplomacy deity herself) than weak ones. Whether or not there's a saving throw involved in the emotional shift, once the Psychic damage overwhelms the target, is not yet set in stone, but I shared it as-is above because I figure any DM who allows this power will decide that issue for him- or herself. I am presently leaning to no save after the damage, because several of the actual [Effect] types themselves (e.g., the Blast and the Breath) allow saving throws for reduced or no damage- and because this Emotional [Effect] is really supposed to represent a focused application of divine energy (which breaks through all barriers).</p><p></p><p>Also, it should now be clear that Emotional [Effect] is just as useful to the opposed Portfolio of Diplomacy, Insults, as it is to Diplomacy itself. A deity of Insults would obviously use the effect to make creatures <strong>more</strong> hostile, while the Diplomat uses it to reduce hostility.</p></blockquote><p></p>
[QUOTE="paradox42, post: 4536176, member: 29746"] Now given the above post, on the Diplomacy Portfolio, it's now necessary to share the new Divine [Effect] we came up with as part of it. It came about because none of the existing Ascension [Effects] seemed to fit the concept- we tried both Iatric (healing) and Sonic (the idea being that the Diplomat "yells at" recalcitrant enemies), and both were ultimately rejected because the philosophy we wanted to stick to was "If a fight starts, Diplomacy has already failed." So we come to the following. The notion here is that the immortal can already affect creatures' emotional state with the divine aura, so why can't the character also do it in an active form (like a breath weapon or a beam)? We borrowed an idea of 4th Edition, specifically the way it changed most of the old mind-affecting stuff like a Mind Flayer's [I]Mind Blast[/I] to just another form of damage. We used that concept to make a new form of "damage" dealing no real harm- but I'm getting ahead of myself. Read on. [B]Emotional [Effect] (Su) [Mind-Affecting][/B] Change your targets' emotional state with divine energy. [B]Benefit:[/B] The effect causes d20 Psychic damage per hit die of the immortal. Psychic damage does no bodily harm and cannot kill a target, but when it overwhelms the target's mind (when the target takes more Psychic damage than its full healthy hit point total) it forces the creature's mind into a new state as determined by the immortal. The effect shifts the target one step towards or away from Hostile, on the NPC reactions scale each time you reach this threshold. If you deal more Psychic damage in one attack than twice the target's full healthy hit point total, then you may shift the target two steps along the scale, and so on. Psychic damage is erased when the threshold is reached and the shift occurs, or after one hour, whichever occurs first. This is considered a Mind-Affecting effect, but allows no saving throw once the Psychic damage reaches the threshold amount, nor is Spell Resistance relevant. A target which has resistance to Mind-Affecting effects (in the form of a saving throw bonus) gets Damage Reduction against the Psychic damage equal to double the saving throw bonus. Creatures immune to Mind-Affecting effects or abilities are likewise immune to Psychic damage and having their attitudes and emotions shifted this way. e.g. A 50 HD immortal taking Emotional Hand would gain a touch attack dealing 25d20 Psychic damage. If this attack is used on a Shocker Lizard (with a healthy total of 13 hit points), dealing its average of 262 Psychic damage, the immortal can shift the creature from Hostile attitude to Fanatic (one step above Helpful) with just the one touch. If the attack is instead used on a Tarrasque (full healthy total of 858 hit points), the immortal would instead have to successfully touch it four times to shift the creature from Hostile to Unfriendly. [B]Special:[/B] This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect, or it applies to the same effect as follows: Taken twice = [B]Greater Emotional [Effect][/B], original effect doubled. Taken three times = [B]Superior Emotional [Effect][/B], original effect tripled. Taken four times = [B]Perfect Emotional [Effect][/B], original effect quadrupled. Taken five times = [B]Emotional Mastery[/B], use any type of Emotional effect. Taken six times = [B]Uncanny Emotional Mastery[/B], shape area effects to only target those you want to. [B]Special:[/B] The "hostility" track need not be the only one this effect can change. At the DM's option, other emotional states, such as Fear or Lust, might be similarly affected. It is suggested that if the DM allows this, an immortal taking Emotional [Effect] should select one type of emotion to affect with it, much as one must choose between Fire, Cold, or others when taking [Energy][Effect]. The emotions chosen for this effect should be emotional states that also have a "track" or spectrum in game terms, like the Hate/Love track of basic NPC reaction attitudes used as a base above. Fear already has such a track (Shaken, Frightened, Panicked in order of increasing fear), but other emotional states are not covered in the core rules. We used the idea of Psychic damage because during our debates about what this effect should do, it became clear that we wanted something which- like our changes to the Diplomacy skill itself- would be less effective against powerful creatures (particularly creatures more powerful than the Diplomacy deity herself) than weak ones. Whether or not there's a saving throw involved in the emotional shift, once the Psychic damage overwhelms the target, is not yet set in stone, but I shared it as-is above because I figure any DM who allows this power will decide that issue for him- or herself. I am presently leaning to no save after the damage, because several of the actual [Effect] types themselves (e.g., the Blast and the Breath) allow saving throws for reduced or no damage- and because this Emotional [Effect] is really supposed to represent a focused application of divine energy (which breaks through all barriers). Also, it should now be clear that Emotional [Effect] is just as useful to the opposed Portfolio of Diplomacy, Insults, as it is to Diplomacy itself. A deity of Insults would obviously use the effect to make creatures [B]more[/B] hostile, while the Diplomat uses it to reduce hostility. [/QUOTE]
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