Age of Heroes
Presence is the ability to use your force of personality and striking appearance to your best advantage. A warrior bellowing on the field to intimidate foes, a priest speaking from the temple steps to awe a congregation and a witch overcoming the willpower of a hero with her beauty are all examples of Presence in action.
You can change another’s behavior with a successful check. The opposing check depends on the purpose for which you are using Presence.
Your Presence check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus, if any). If you are using Presence to intimidate, your target may add any bonuses against fear effects; if you are using it to seduce, your target may add any bonuses against charm effects. If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. While intimidated, the target retains its normal attitude, but will chat, advise, offer limited help or advocate on your behalf. The effect lasts as long as the target remains in your presence and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly or, if normally unfriendly, to hostile.
If you fail the check by five or more, the target provides you with incorrect and useless information or otherwise frustrates your efforts.
Your Presence check is opposed by the target’s Sense Motive check. If you beat your target’s check result, you may treat the target as friendly. The target is allowed a new Sense Motive check every hour. He is also entitled to a Sense Motive check every time you steer him into actions that involve risk to himself or a challenge to his personal belief system. Once he has made this check, he resumes his default attitude towards you. If you fail the check by five or more, the target becomes one step less friendly than he was before; an indifferent target becomes unfriendly and an unfriendly target becomes hostile.
- Demoralize Opponent:
You can also use Presence to weaken an opponent’s resolve in combat. To do so, make a Presence check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for one round. A shaken character takes a –2 penalty on attack rolls, ability checks and saving throws. You can demoralize only an opponent that you threaten in melee combat and that can see you.
Varies. Changing another’s behavior requires one minute of interaction. Intimidating an opponent in combat is a standard action.
- Try Again:
Optional, but not recommended as retries usually do not work. Even if the initial check succeeds, the other character can be impressed only so far. If the initial check fails, the other character has probably become more firmly resolved to resist the power of your presence and a retry is futile.
When you use Presence for intimidation, you gain a +4 bonus on your check for every size category that you are larger than your target. Conversely, you suffer a –4 penalty on your check for every size category that you are smaller than your target.
When you use Presence for seduction, you gain a +2 bonus on your check for every social rank that you are higher than your target. A character immune to fear cannot be intimidated with Presence and a character immune to charm cannot be seduced. Non-intelligent creatures are not affected by Presence at all. If you have the Persuasive feat, you gain a +2 bonus on Presence checks.
If you have five or more ranks in Bluff, you gain a +2 bonus on Presence checks.