Activate this ability to lower an animal's or beast's aggression, effectively mesmerizing them.
- Target: Enemy animals and magical beasts
- Duration: 5 Min
- Save: Will
The PnP rules for this ability state: The ranger's wild empathy check result is equal to 1d20 + ranger level + Charisma bonus. A successful Will save (DC equal to wild empathy check result) negates. To use Wild Empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. In gameplay terms the range of the ability is quite short, and is less than the aggro radius of the animal. Note: this ability can go through grates, such as "Tomb of the Tormented"
- The ranger can also use this ability to influence a Magical Beast. According to PnP rules this is limited to those with an Intelligence score of 1 or 2 and is done with a –4 penalty on the check, but whether this penalty is applied in the game is unverified. As applied in DDO, all enemies categorized as a Magical Beast can be affected by the ability, including the Crimson Foot Spiders in the Vale of Twilight.
- Despite the feat's glaring flaws, on success, this ability completely neutralizes the subject for 5 minutes, with no recurring saves. Dealing damage to a mob affected by wild empathy does not release it, unlike similar "mesmerizing" effects. In order to maximise chances of landing successfully, targeting a mob with agro on someone else helps to prevent it from getting behind you and disrupting the cast.