Nobility

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NOBILITY

Nobility Domain
Granted Power
The character has the spell-like ability to inspire allies, giving them a +1 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Level Name Effect
0 Zone of Truth You create an area were people can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. This effect is centered on you and has a radius of 10ft and lasts a number of hours equal to 1/2 your caster level rounded up. This takes 1 minute to cast.
1 Sway Emotion You gain a +2 competence bonus to your diplomacy and intimidate checks. This spell can not be used in a combat situation. This lasts a number of minutes equal to 1/2 your caster level rounded up.
2 Inspiring Presence You create a feeling of inspiration in a number of people. Each target gains a +1 moral bonus to skill checks as long as you are supervising them in their efforts. This means that you must be visible and contributing to their task in someway. This effects a number of people equal to your caster level and continues as long as you are assisting them. This spell can not be used in a combat situation but can be used to prevent one.
3 Scold You scold a person and they are subjected by your will. For 1 round they will cower before you. The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any). After that they will not take any action to oppose you or your goals for a number of hours equal to your caster level. They will not necessarily try to prevent another from undermining you but they will not directly or indirectly act against you in any way.
4 Enthralling Presence You hold peoples attention while giving speeches. If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak without interruption for 1 full round. Thereafter, those affected give you their undivided attention. They are considered to have an attitude of friendly while under the effect of the spell. The effect lasts as long as you continue to speak up to a maximum amount of minutes equal to 1/2 your caster level rounded up. Those enthralled by your words take no action while you speak. Those entering the area during the performance must also successfully save or become enthralled. The speech ends if you lose concentration or do anything other than speak. Targets of this spell are subject to a will save. This spell can not be used in a combat situation but can be used to prevent one.
5 Majesty You generate an aura of majesty and awe. Everyone that can see and hear you stops what they are doing and are frozen in place by the force of your presence. Those enthralled by your words take no action while you speak. Those entering the area during the performance must also successfully save or become enthralled. The spell ends if you lose concentration or do anything other than speak. Targets of this spell are subject to a will save and must make an additional will save every round they are in your presence. This spell can not be used in a combat situation but can be used to prevent one.
6 Frightful Presence You create a feeling of dread in a number of people and they become panicked then flee from you. This effects a number of people equal to your caster level. The targets must make an additional will save each round as long as they remain in your presence. The spell lasts a number of minutes equal to your wisdom modifier. Anyone who fails their save is panicked for the duration of the spell. This spell can not be used in a combat situation but can be used to prevent one.
7 Quick Wit The next spell you cast can be used in a combat situation even if it states that it normally can not. In addition the spell modified cast as a swift action. This spell can only be used to modify a nobility spell. Casting this spell is a free action.
8 Forceful presence The next spell you cast effects double the amount of people. This spell can only be used to modify a nobility spell. Casting this spell is a swift action.
9 Persistent presence The next spell you cast has a duration of 24 hours. This spell can only be used to modify a nobility spell. Casting this spell is a swift action.

This is a domain of Hera.
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Nobility

Théophagie saethone AshleyMcdniel