Bloom Cabaret Entrance
Frequency once per day
Trigger You're about to roll initiative.
In socially exclusive venues like the Ivy District's Bloom Cabaret, you've learned how to make an entrance. This confidence doesn't betray you when you find yourself about to enter combat, allowing you to throw enemies temporarily off-balance. Once per day, you can choose to not roll initiative. Instead, you voluntarily go last. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creature can choose whichever order they want.
Enemies who can see you must attempt a will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do or say next and can't use reactions for 1 round.
In addition, during your first turn, you gain a +2 circumstance bonus to the first Deception, Diplomacy, or Intimidation check you attempt.
Effect: Bloom Cabaret Entrance
Traits
This feat belongs to an archetype.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.