🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Towering Presence One ActionFeat 5


ConcentrateDivineIllusionNephilimPolymorph
Source Pathfinder War of Immortals
Prerequisites Faultspawn

Frequency once per hour


You fill an area with your force of will, towering beyond where your true form should be. Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're Clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Nephilim

A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.

Polymorph

These effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.