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Pathfinder Unchained / Simple Monster Creation / Step 7: Monster Options / Social Options

Inspiration

Source Pathfinder Unchained pg. 238
These abilities manipulate mental states to either hinder enemies or boost allies. Many of them are more applicable in combat than other social options.

Aura of Resistance: Choose two effect descriptors (such as fear or charm). Allies within 10 feet of the monster gain a +4 morale bonus on saving throws against effects with those descriptors.

Bolstering Presence: As a standard action, the monster emits an aura that extends from it in a 30-foot radius and lasts for 1 minute. Any allied creature in the aura gains a +2 bonus on ability checks, attack rolls, damage rolls, and skill checks.

Demoralize Foes: As a full-round action, the monster can attempt an Intimidate check to demoralize all enemies within 30 feet of it. When the monster reduces a creature to 0 or fewer hit points, it can use this ability as a free action.

Dread: As a standard action, the monster causes each creature it chooses within 30 feet of it to become shaken for 1 minute. This option doesn’t cause a shaken creature to become frightened or frightened creature to become panicked.

Fascinate: As a standard action, the monster forces any number of creatures within 90 feet of it that can see, hear, and pay attention to it to make a Will save (DC = the monster’s ability DC – 5). On a failure, a target becomes fascinated for 1 minute or until it sees someone make a hostile move such as drawing a sword or casting a spell. If successful, the target is immune to this ability for 24 hours.

Heroic Recovery: Once per day, the monster can grant itself and every ally within 60 feet an additional saving throw against one effect affecting it.

Inspire Competence: As a standard action, the monster grants a +5 competence bonus on skill checks using a particular skill to one ally within 30 feet of it that can hear it. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Inspire Courage: As a standard action, the monster grants a +1 competence bonus on attack rolls and weapon damage rolls and a +1 morale bonus on saving throws against charm and fear effects to every ally that can hear it. The bonuses increase to +2 at CR 4, +3 at CR 10, and +4 at CR 16. At CR 6, the monster can start this effect as a free action. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Inspire Fear: As a standard action, the monster forces each enemy creature within 30 feet of it that can hear it to attempt a Will saving throw. On a failure, the target becomes frightened and must flee from the monster’s presence for 1 minute or until it can no longer hear the monster. If successful, the target becomes immune to this effect for 24 hours.

Inspire Heroics: As a standard action, the monster and one willing ally within 30 feet of it gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC for 1 minute. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Weakening Presence: The monster emits an aura that extends from it in a 30-foot radius. Any enemy creature in the aura takes a –2 penalty on ability checks, attack rolls, damage rolls, and skill checks. A target can attempt a Will save (DC = the monster’s ability DC – 5) when it starts its turn in the aura. If successful, the target is immune to this aura’s effect for 24 hours.