Shaken Confidence

Rank 4FocusRarereactionRemaster
Range30 feet
TargetAn enemy that critically failed an attack roll, Perception check, or skill check
Durationvaries
DefenseWill

Trigger An enemy within 30 feet of you critically fails an attack roll, Perception check, or skill check.


You mock the target for all its failings, twisting its self-confidence into doubt. The enemy attempts a Will saving throw.


Success The target is unaffected.

Failure The target is briefly shaken and unsure of its abilities. It must roll twice and take the worse result on the next roll of the same type as the critical failure that triggered the spell (such as the target's next Acrobatics check if the spell's trigger was a critical failure on an Acrobatics check). If the target doesn't attempt any qualifying checks, the spell ends at the end of the target's next turn.

Traits

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Misfortune

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.