![]() ![]() The two creatures must be willing in order for the spell to work. You allow two chosen champions to fight without interference. Saving Throw Will negates (see text) Spell Resistance yes (see text) School enchantment (compulsion) Level bard 3, cleric 3, mesmerist 3 ![]() You're treated as if you possess that feat for up to 1 minute, as long as you stay within 30 feet of the ally whose teamwork feat you have chosen to emulate. You can ignore any race, ethnicity, or racial trait prerequisites, but you must still meet any other prerequisites for that feat to gain this benefit. Prerequisites: Knowledge (local) 5 ranks, half-elf.īenefit: Once per day, you can select a teamwork feat that a human or elf ally within 30 feet possesses. You have learned to make the most of your torn existence. A whole chapter, in fact, heaped with new feats, spells, magic items, alternate racial traits, and plenty more! Regardless of your race, you'll find new tricks and tools that are perfect for your character and that make your rooting in the Inner Sea's lore more meaningful than ever before.įor example, check these out: Child of Two Fates But what we haven't said much about are the rules-and there certainly are a ton of them. ![]() In previous previews of Pathfinder Campaign Setting: Inner Sea Races we've highlighted the cultures, heritages, art, and secrets you'll find in this massive hardcover. ![]()
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