πŸ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Call to ArmsFocus 1


Uncommon​Auditory​Concentrate​Cursebound​Emotion​Focus​Mental​Oracle​
Source Pathfinder Advanced Player's Guide
Cast Reaction
Area 20-foot emanation
Duration 1 minute

Trigger You are about to roll for initiative.


You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's rank; these temporary Hit Points last for the spell's duration.


Heightened (6th) The bonus increases to +3.

Heightened (9th) The bonus increases to +4.

Spell Effect: Call to Arms


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Concentrate

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

Cursebound

Abilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsβ€”you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Mental

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

Oracle

This indicates abilities from the oracle class.