Pheromancy

Elementalism - Fleshmancy Ability The ability to control and manipulate Pheromones.

Flesh - Elementalism

XP Cost: 1   Prerequisites: Micromancy

Action Type(s) Motion, Action
ARP Cost 1 (Motions Excluded)
Range 5 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can cause Living Creature(s) within range to become more receptive to your Pheromones.

Using a Motion: You can, Until the end of your next turn, add +2 to all CHA Based Skill Checks vs a Single Creature within Range.

Pheromone Cloud: You can, Until the end of your next turn, Add a Number Equal to you Caster Modifier to All CHA Based Skill Checks vs all living mammalian or humanoid creatures within range

Sustain: Sustaining this Ability allows the “Pheromone Cloud” Effect of this ability to persist until this ability is no longer being sustained..

Overpower: You can spend an additional Resource Pool Point to Increase the Amount listed on this Spell’s Action Effect by +2.