Level | Cost | Abilities |
---|---|---|
Skill Affinity: Occult | ||
1 | — | Feat of Attunement: 1/day, Uncanny |
2 | 15 CP | Feat of Attunement: 2/day, Prophetic |
3 | 30 CP | Feat of Attunement: 3/day, Esoteric |
4 | 45 CP | Greater Feats of Attunement, Wellspring |
5 | 60 CP | Heroic Feats of Attunement, Supernal |
6 | 75 CP | Legendary Mystery |
Unless stated otherwise, using a feat of attunement is called as “Attuned!” or “Feat of Attunement!” Spells cast with this ability must be called as “Attuned!” followed by the regular verbal. The reduced cost for artifact activation does apply to other users, though only for 5 minutes, and this ability will not stack with itself; in any case, the minimum cost is 1 charge. Artifacts without charge requirements are unaffected by the feat.
Level | Cost | Abilities |
---|---|---|
Skill Affinity: Diplomacy, Performance | ||
1 | — | Feat of Charisma: 1/day, Leadership |
2 | 15 CP | Feat of Charisma: 2/day, Cosmopolitan |
3 | 30 CP | Feat of Charisma: 3/day, Retainer |
4 | 45 CP | Greater Feats of Charisma, Patron |
5 | 60 CP | Heroic Feats of Charisma, Sovereignty |
6 | 75 CP | Legendary Charm |
Any character, spirit, or intelligent creature who hears a Charismatic call their feat (“Feat of Charisma” or “Charismatic”) must stop what they are doing and listen to them for at least 1 minute, as a Mental effect, even if they mean the speaker direct harm. NPCs will likely take this ability use into account when dealing with the character, afterwards. This effect is dispelled if the speaker flees or attacks anyone during its duration.
The second ability is called as “Charismatic Sense,” and must be directed at a character suffering a mental condition within 15’ of the user. This use of the feat must be immediately followed by a few quick words (3 sec.), after which the target is cured of all mental conditions. During the short speech, the target must stop what they are doing so that they can pay attention to the speaker.
Level | Cost | Abilities |
---|---|---|
Synergy Bonus = Trait Level | ||
1 | — | Feat of Empathy: 1/day, Medium |
2 | 15 CP | Feat of Empathy: 2/day, Rapport |
3 | 30 CP | Feat of Empathy: 3/day, Harmony |
4 | 45 CP | Greater Feats of Empathy, Pure of Heart |
5 | 60 CP | Heroic Feats of Empathy, Pure of Spirit |
6 | 75 CP | Legendary Affinity |
By focusing their emotional and spiritual affinity, a character can use a feat of empathy to…
All empathic feat effects, at any level, which require 3 seconds of speaking also require that those words be heartfelt, earnest, and full of emotion.
Characters with this ability may see, and freely converse with, immaterial beings.
The Mental Resist a Greater Feat of Empathy grants is treated as an enchantment, meaning that it will not stack with other enchantment-based Mental Resists.
The Magical Resist a Heroic Feat of Empathy grants is treated as an enchantment, meaning it will not stack with other enchantment-based magic resists.
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