
Irresistible Bloom [one-action] Feat 17This Feat may contain spoilers from the Wardens of Wildwood Adventure Path
Uncommon Emotion Incapacitation Mental Olfactory Visual Source Pathfinder #202: Severed at the Root pg. 70Frequency once per day
Prerequisites ardande trait,,
plant trait,, or or
wood trait
You bloom, sprouting flowers and releasing a pleasant smell, becoming irresistible. All creatures in a 30-foot
emanation must attempt a Will save with a DC equal to your Class DC or Spell DC, whichever is higher. On a failure, a creature becomes
fascinated with you, and must spend at least one of its actions on its next turn moving toward you. On a critical failure, you acting
hostile to that creature allows them to attempt another save, rather than automatically ending the fascination.
These effects last until the beginning of your next turn. You can spend one action at the beginning of your turn to
Sustain the effects for an additional round. You can Sustain it in this way for a maximum of 1 minute.
Special This feat gains the trait for your ancestry.
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.
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.
Incapacitation: An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Olfactory: An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
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.