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~ Player Specific Rules ~
General
Slots: 1
Ability: Charisma +2
The character is an accomplished chanter and can use this ability to help fellow workers or soldiers keep pace. Proficiency checks are used to determine the effectiveness of the chanting.
On a successful proficiency check, those who can hear the chanter become slightly hypnotized by the rhythmic sound, causing the time spent on arduous, repetitive tasks to pass quickly. The DM can, at his option, adjust results for forced marching, rowing, digging, and other such tasks accordingly.
Examples
On a march or trek in the wilderness: A chant can give a +1 to the endurance checks of the characters.
Or a +1 to INT checks to remember something of importance.
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