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EMOTIONS

An eliciter’s power comes from their command of emotions, both their own and others. At 2nd level, an eliciter chooses an emotion, gaining the minor power associated with that emotion. At 5th level and every 3 levels thereafter, the eliciter may choose to gain the minor power of a new emotion, or gain access to the next level of an emotion she already possesses (lesser, greater, and master). An eliciter cannot gain a lesser power before 5th level, a greater power before 8th level, or a master power before 11th level. All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + her persuasive bonus.

Apathy

Minor: Touch of Apathy (Su): As a standard action, you may make a touch attack against a target, stealing its desire to act. The creature loses its standard action on its next turn. Once a creature has been affected by touch of apathy, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Lethargic: Your touch of apathy causes the target to lose both its standard and move action for 1 round.

Greater: Stupor (Su): As an immediate action, you may make a target within Close range dazed for 1 round. The target is allowed a Will save, and on a failure the target loses all actions until the beginning of its next turn. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.

Master: Stop: When using your touch of apathy, the target must also pass a Will save or be paralyzed for 1d4+1 rounds.

Aversion

Minor: Touch of Paranoia (Su): You make a melee touch attack against an enemy, and if successful, fill them with an irrational sense of dread and anxiety. If they fail a Will save, then for the next round they act in a far more defensive manner. On their turn, they can not willingly enter a square that is threatened by more creatures than their current square, and they must move immediately if a less threatened square is within their movement range and they can get there without taking damage or drawing an attack of opportunity. They may use special abilities to do so, but are not required to. If not threatened, they may move freely, but may not willingly move into a threatened square. In addition, they must use their standard action to do one of the following: heal themselves, activate defensive abilities, reposition themselves to defend themselves more effectively, or take the total defense action. They can not willingly perform any action that might draw an attack of opportunity, and they can not make attacks except for attacks of opportunity. They can still flank. This effect lasts 1 round, and is a mind-affecting effect, but is not a fear effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Self-Preservation: Your touch of paranoia lasts 2 rounds.

Greater: Aura of Menace (Su): You can emit a 30-ft. aura of menace for a number of rounds per day equal to your eliciter level. These rounds need not be consecutive. Enemies within this aura are paranoid about you and your abilities, and will not attack you or move into a square you threaten (Will negates). The effect ends immediately if the creature leaves the aura. This ability is a swift action to activate.

Master: Suspicion: Your touch of paranoia lasts 3 rounds.

Enmity

Minor: Touch of Enmity (Su): As a standard action, you may make a touch attack against a creature to force that creature to immediately make an attack of opportunity against one of its allies (Will negates). The ally designated must be within the touched creature’s threatened area.

Major: Crushing Hatred: When using your touch of enmity on a target, that target gains a bonus to its attack and damage roll equal to 1/2 your eliciter level (minimum: 1) for the attack of opportunity.

Greater: Hateful Aura (Su): You can emit a 30-foot aura of hatred for a number of rounds per day equal to your eliciter level. These rounds need not be consecutive. Enemies within this aura are filled with hatred and cannot use teamwork feats, nor consider other characters allies for the purpose of any actions (Will negates). Targets within this area treat all other creatures as enemies when determining whether or not an action provokes attacks of opportunity (such as movement or casting), and a creature within this area must take attacks of opportunity when one is provoked from them. The effect ends immediately for a creature if they leave the aura, but restarts if they move back in. This ability is a swift action to activate.

Master: Pure Hatred: When you affect a target with your touch of enmity, the target not only makes an attack of opportunity against the designated target, but must make at least one attack against that target on its next turn. The creature gains your crushing hatred bonus to this attack. Once the creature has attacked the designated target, it loses your crushing hatred bonus and may conclude its turn as normal. If it would be impossible for the creature to attack the designated target, the creature spends its turn moving as close as it can to the target, or (if the target’s new location is unknown) spends its turn looking for its designated target as best as it can.

Excitement

Minor: Touch of Zeal (Su): You may touch a willing creature as a standard action, flooding it with a passion for the moment and the world around it. The target gains one 5-ft. increase to its movement speed per 2 eliciter levels (minimum of 5 ft.). In addition, the target gains a dodge bonus to AC and Reflex saves and a competence bonus to Acrobatics and Fly checks equal to 1 + 1 per 4 eliciter levels. These bonuses last for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Vim and Vigor: The effects of your touch of zeal ability last for 2 rounds instead of 1.

Greater: Instill Alacrity (Su): You may target an ally within 30 ft. as a swift action to grant them an immediate attack at their full BAB. You may use this ability once per day at 8th level, plus 1 extra time per day for every 4 eliciter levels you possess beyond 8th.

Master: Unbridled: The effects of your touch of zeal ability last for 3 rounds instead of 2.

Fear

Minor: Touch of Fear (Su): You can make a melee touch attack as a standard action to make a target frightened for 1 round (Will negates). A successful save still leaves the target shaken for 1 round. This does not stack with other shaken effects. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Weaken Resolve: When you successfully touch a target with your touch of fear, they are shaken for 1 round per 2 eliciter levels you possess, regardless of whether they pass their save to negate the frightened effect.

Greater: Feed on Fear (Su): At 8th level, as an immediate action upon successfully hitting a creature with a melee attack that’s already suffering from a fear effect, you deal 2d6 extra points of damage and gain that amount in temporary hit points. These temporary hit points last for 24 hours or until lost. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Master: Dread: Your touch of fear causes targets who fail their save to become panicked for a number of rounds equal to your Charisma modifier. Panicked creatures drop everything held, run away at top speed, and cower if attacked.

Grief

Minor: Touch of Grief (Su): As a standard action, you may make a touch attack against a target to fill it with crushing sadness. This inflicts 1d6 points of nonlethal damage + 1 for every two eliciter levels you possess and sickens the target for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Major: Paralyzing Grief: When you use your touch of grief on a target, that target must pass a Will save or also be nauseated for 1 round.

Greater: Aura of Despair (Su): You may emit a 30-foot aura of despair for a number of rounds per day equal to your eliciter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. This ability is a swift action to activate, and the rounds do not need to be consecutive. This is a mind-affecting effect.

Master: Pure Grief: When you use your touch of grief on a target, the target is sickened for 1 round per 2 eliciter levels you possess.

Joy

Minor: Touch of Joy (Su): You can touch a willing creature as a standard action, filling it with elation and confidence in all it undertakes. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Lingering Joy: The effects of your touch of joy ability last for 2 rounds instead of 1.

Greater: Aura of Elation (Su): At 8th level, you can emit a 30-foot aura of courage for a number of rounds per day equal to your eliciter level. This ability is a swift action to activate. Allies in the area gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks. These rounds do not need to be consecutive.

Master: Pure Joy: The effects of your touch of joy ability lasts for 3 rounds instead of 2.

Love

Minor: Charming Touch (Su): You can charm a living humanoid by touching it. Creatures in combat and those with a hostile attitude toward you are unaffected. Creatures receive a Will saving throw to negate the effect. Creatures that fail their save change their attitude toward you to friendly for 1 round per eliciter level. The target views you and your words in favorable ways (although this does not grant the ability to communicate with the target if it cannot already understand you). You must succeed at an opposed Charisma check to convince it to do something it wouldn’t normally do, and requests that are against its nature or fatal to itself are never obeyed. Any hostile action by you or your allies breaks the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Universal Love: Your charming touch ability can affect a greater arrangement of minds. You may target any creature not immune to mind-affecting abilities and may even affect creatures who are hostile to you or in combat, although these creatures receive a +5 bonus to their saving throw.

Greater: Anything to Please (Su): You can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this effect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.

Master: Obsession: Your charming touch ability causes the target to be consumed with love for you, to the exclusion of all thoughts of self or previous obligation. The target’s attitude becomes helpful instead of friendly. The target will do anything you ask of it, even things it would not normally do. Gross violations of its nature (asking a good person to attack its allies, etc.) allows the target a new saving throw with a +2 bonus to throw off the entire effect. A target never obeys requests that are obviously fatal.

Loyalty

Minor: Clarity (Su): You can touch a willing creature, filling it with a powerful desire to protect and serve its allies. This lasts a number of rounds equal to your eliciter level. While under this effect, the creature may perform an aid another action as a swift action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Nobility: When the loyal creature uses the aid another action, the ally they aid may apply the bonus to both their attack roll and their AC instead of just one of them.

Greater: Aura of Synchronicity (Su): You can emit a 30-foot aura of cooperation for a number of rounds per day equal to your eliciter level. Whenever you or an ally within the aura would gain a bonus to attack rolls or to AC due to aid or battlefield positioning, such as flanking, higher ground, or cover, that bonus is increased by +2. This ability is a swift action to activate. These rounds do not need to be consecutive.

Master: Compassion (Su): Whenever the loyal creature aids another willing ally, they may also transfer any number of hit points, temporary hit points, or magic effects attached to them to the person they are aiding.

Rage

Minor: Touch of Rage (Su): You can touch a willing creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your eliciter level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser: Lingering Rage: The bonuses granted by your touch of rage last for 2 rounds instead of 1.

Greater: Rage (Su): You can enter a rage like a barbarian, for a number of rounds per day equal to your eliciter level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your eliciter level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Master: Pure Rage: The bonuses granted by your touch of rage last for 3 rounds instead of 2.

Resolve

Minor: Touch of Determination (Su): You can touch a willing creature as a standard action, filling it with courage and the will to do what needs to be done. The creature gains a morale bonus to attack rolls, skill rolls, and saving throws that starts at 0, but increases by 1 any time they fail an attack roll, skill roll, or saving throw, up to a maximum equal to your Charisma modifier. The effect disappears after 1 minute. You may do this a number of times per day equal to 3 + your Charisma modifier.

Lesser: Willful: While under the effects of touch of determination, the creature is immune to fear, and to any spell or sphere effect that possesses or exercises mental control over them (including charm and compulsion effects).

Greater: Implacable (Su): As an immediate action, you may allow an ally within close range to reroll a saving throw they just failed. They receive a bonus to this saving throw equal to half your class level, and if they succeed, they are completely unaffected by the ability they saved against, even if it normally has a reduced effect on a successful save. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.

Master: Relentless: While under the effects of touch of determination, the creature is immune to the effects of the fatigued and sickened conditions (though they may still have those conditions). In addition, they treat the confused, dazed and stunned conditions as being equal to the staggered condition for as long as they are relentless. Finally, if they are reduced to less than 1 hp, their resolve immediately ends, and they remain at 1 hp without falling below it.

Tranquility

Minor: Touch of Peace (Su): You may touch a willing creature as a standard action, allowing a contented feeling to flood through it that lessens pain. The target gains 1d6 temporary hit points, +1 per level. These temporary hit points last for one minute. This ability may be used a number of times per day equal to 3 + your Charisma modifier.

Lesser: Peace of Mind: So long as a target still has temporary hit points granted by your touch of peace, they gain a +4 bonus to all saving throws against emotion or mind-altering effects..

Greater: Exonerate (Su): As a standard action, you may remove the exhausted, fatigued, frightened, nauseated, shaken, or sickened condition (choose one) from a willing ally within 30 ft that may see or hear you. You may use this ability once per day at 8th level, plus 1 extra time per day for every 4 eliciter levels you possess beyond 8th.

Master: Peace of Heart: The number of temporary hit points granted by your touch of peace ability increases to 1d10 + 2 per level.

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