Chime In (CR 6)


Wind chimes crowd the ceiling.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset auto


Each time a target attacks or moves, the chimes move and softly chime. Chime In (If the chimes make noise, a random target within 100′ of the chimes must make a DC 22 Will save, or on that target’s attack will instead target the nearest ally. If no ally can be targeted, the attack is negated. The target provides flanking for the for until the beginning of the target’s next turn. A target can choose to attack slowly, so as to not make the chimes move. This gives the target a -4 penalty to attacks. For spells, the target must make a Concentration check with a -4 penalty); multiple targets (all targets in room)

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Categories: CR6, Pathfinder | Tags: | Leave a comment

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