
Do You Know Who I Am? [two-actions] Feat 12Uncommon Archetype Auditory Concentrate Emotion Fear Linguistic Mental Source Hellfire Dispatches pg. 47Archetype DandyPrerequisites Dandy Dedication; master in
Intimidation
Your reputation casts a long shadow, allowing you to throw your cultural weight around, especially in larger settlements. With a well-timed tirade or attention-getting shout, you can break a foe's mind and bring them low. Choose a foe within 30 feet, and attempt an Intimidation check against the target's Will DC. You gain a +1 circumstance bonus to this check if you're in a city or a +2 circumstance bonus to this check if you're in a metropolis. If you're specifically in Absalom, the bonus is instead +3. The target is then temporarily immune to your Do You Know Who I Am? for 24 hours.
Critical Success The target takes 12d6 mental damage and becomes
frightened 3. It can't reduce its frightened condition below 1 if it ends its turn adjacent to you.
Success The target takes 6d6 mental damage and becomes frightened 2.
Failure The target is unaffected.
Critical Failure The target is unaffected, and the embarrassment causes you to take 6d6 mental damage.
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.
Archetype: This feat belongs to an archetype.
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.
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.
Fear: Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
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.