![]() ![]() The save is Charisma-based.įeats: A suzerain gains Leadership (racial HD count as levels for the purpose of the suzerain creature’s Leadership score) as a bonus feat if the base creature did not already have it This is a mind-affecting enchantment effect. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile ( Will save negates). If the suzerain has cavalier levels, the duration for its tactician ability increases by a number of rounds equal to its Charisma modifier (minimum +1). Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do.Īdditionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1). So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. ![]() A suzerain creature uses all the base creature’s statistics and special abilities except as noted here.Ĭhallenge Rating: Same as the base creature +1.ĭefensive Abilities: A suzerain keeps all the base creature’s defensive abilities and gains the following: ![]() “ Suzerain” is an acquired template that can be added to any intelligent creature with a Charisma score of 10 or higher (referred to hereafter as the base creature). Most suzerains make good use of their gifts by becoming the generals of armies and the leaders of nations. Charismatic and confidant, it has many dedicated allies and hundreds who would call it friend. At other times, a god may create a suzerain because it needs a leader but cannot find a worthy worshiper among its flock.Ī suzerain resembles a normal specimen of its kind, but it has an unmistakably regal bearing. Occasionally, a deity may grant a particularly effective leader the powers of a suzerain as a reward. Whatever their paths to leadership, those who show the greatest promise in such roles garner the attention of gods. Table: Metamagic Rods (+3 Spell Level) d%īelow are all rods we have added from various Paizo sources.Some are simply born to lead others seize the moment and rise to greatness. Table: Metamagic Rods (+2 Spell Level) d% Table: Metamagic Rods (+1 Spell Level) d% Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Lesser and Greater Metamagic rods: Normal metamagic rods can be used with spells of 6th level or lower. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). This does not change the spell slot of the altered spell. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities ) as they are cast. Rods with charges can never be intelligent. Something (a design, inscription, or the like) provides a clue to its function.ġ Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items). Special Qualities: Roll d% and consult Table: Special Qualities below. See the individual descriptions for specifics. Unless noted otherwise, you must be holding a rod to use its abilities. (Many, as noted in their descriptions, can function as light maces or clubs because of their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.Īctivation: Details relating to rod use vary from item to item. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. Physical Description: Rods weigh approximately 5 pounds. Rods are scepter-like devices that have unique magical powers and usually do not have charges. ![]()
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