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Kneel Before the Rightful Heir Two ActionsFeat 16


AuditoryLinguisticMentalMythicVisual
Source Pathfinder War of Immortals
Prerequisites Prophesied Monarch Dedication

You command that your foes bow down before you or face your wrath. All enemies within 40 feet who can see and hear you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, a creature is then temporarily immune to Kneel Before the Rightful Heir for 24 hours.


Critical Success The creature is unaffected.

Success The creature takes 3d6 persistent,mental damage.

Failure The creature takes 6d6 persistent,mental damage.

Critical Failure The creature takes 6d6 persistent,mental damage and is Clumsy 2 for as long as it's taking that persistent damage.

The persistent mental damage can be ended only if the creature Drops Prone in a location that you can see and doesn't Stand until their next turn. An affected creature is aware of this restriction.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.