By Michael Kessler, John Snead, R. Sean Borgstorm
The ability of the Little Gods Is mammoth. From the farthest reaches of the basic Poles to the heartland of the world, the realm of the Exalted teems with spirits, elementals and demons. a few nonetheless serve the Celestial paperwork or are held in money via the stainless Order. the place the powers that restrain them are susceptible, the little gods rule males and their calls for for worship and sacrifice impoverish international locations. This publication information many spirits and elementals, either susceptible and amazing. video games of Divinity additionally covers the Celestial paperwork, in addition to these darkest of spirits, the Yozis,and their demonic minions. A needs to for each Exalted Storyteller and for avid gamers whose characters are steeped in spirit lore. video games of Divinity finds info of the worlds strongest and hazardous population.
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Extra resources for Games of Divinity: A Compendium of the Divine (Exalted RPG)
The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry.
If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged. Ref lection of Weakness: Psychic feedback causes an enemy to suffer from the same weakening effect it imposes on the subject. The mesmerist can trigger this trick when an attack or spell used by an enemy causes the subject to take ability damage, ability drain, bleed damage, or a minor or moderate condition listed under the touch treatment class 41 feature.
This is an illusion (glamer) effect. Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC.
Games of Divinity: A Compendium of the Divine (Exalted RPG) by Michael Kessler, John Snead, R. Sean Borgstorm