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Feats

No Cause for Alarm

A calming word talks panicked allies back from the brink, easing their fear and steadying the group for the following hour.

commonAuditoryConcentrateEmotionGeneralLinguisticMentalSkill
Conditions
Removes:

You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

Critical Success Reduce the creature's frightened value by 2.

Success Reduce the creature's frightened value by 1.

Level 1 · Type Skill

Prerequisites trained in Diplomacy