Siren Song [three-actions] Feat 9Auditory Mental Merfolk Primal Source Howl of the Wild pg. 38 2.0Frequency once per day
Prerequisites expert in
Performance
You can beguile and bewitch with your song. All creatures in a 60-foot emanation must attempt a Will save against your Performance DC. On subsequent rounds, you can Sustain the song, causing each creature in the area currently affected by your song to attempt another Will save. Typically, creatures that have traveled with you for a significant time, such as your fellow party members, are immune to your Siren Song.
Critical Success The target is unaffected and becomes immune to your Siren Song for 24 hours.
Success The target is
fascinated with you until the end of your next turn.
Failure As success, and the target is
stupefied 1 for as long as it's fascinated.
Critical Failure As success, and the target is stupefied 2 for as long as it's fascinated.
Traits
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.
Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Merfolk: These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to primal magic.