Elf — The Mildness
Elves are infamous for their social nature, and dreaded for the Mildness that comes over them when they gather in numbers. Once per day as a free action, choose one of the following effects.
- You gain a +4 racial bonus to your Diplomacy checks to improve attitudes, convince someone, etc. for 10 minutes.
- You gain a +4 racial bonus to your Intimidation checks to bully, etc. for 10 minutes (i.e. not uses like Dazzling Display).
- You gain a +4 racial bonus to your Bluff checks to trick, lie, etc. for 10 minutes (i.e. not stuff like Feint).
- You obliterate your own sense of self. You gain a +8 racial bonus to your saves for the next ten minutes against [Mind-Affecting] effects, and gain the effects of Mettle for that save. Also, for ten minutes, any attempts to read your mind, charm you, or dominate you automatically fail, and any who try are Stunned for one round if they fail a will save (based on your highest mental ability score).
- You attempt to draw a non-elf into a Mildness of two. They are permitted a will save to negate this. If they do not resist or you succeed, both of you gain a +10 untyped bonus to Sense Motive against each other, and both of you also immediately share all mental status conditions (saves are permitted as normal, but if either member succeeds both lose the condition). If your target attempts but fails their save, they take 1d4-1 Charisma drain; if your target succeeds you take 1d4-1 Charisma damage. Elves are immune to this use of the ability. Using this ability on certain creatures may be harmful or deadly.
Ur-elves, who are actually within the Mildness, can switch between these once per hour, and treat these as a group of mutually exclusive always-on abilities instead.