Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The eliciter’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local; Int), Knowledge (Nobility; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: The EliciterLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Caster Level | Magic Talents |
---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Casting, enchanter, fascinate, hypnotism, persuasive +2, spell pool | 0 (1) | 0 (+2) |
2nd | +1 | +0 | +0 | +3 | Emotion | 1 | 1 |
3rd | +2 | +1 | +1 | +3 | Defensive empathy | 2 | 2 |
4th | +3 | +1 | +1 | +4 | Liberate | 3 | 3 |
5th | +3 | +1 | +1 | +4 | Emotion | 3 | 3 |
6th | +4 | +2 | +2 | +5 | Persuasive +3 | 4 | 4 |
7th | +5 | +2 | +2 | +5 | Terrorize | 5 | 5 |
8th | +6/+1 | +2 | +2 | +6 | Emotion | 6 | 6 |
9th | +6/+1 | +3 | +3 | +6 | Convincing | 6 | 6 |
10th | +7/+2 | +3 | +3 | +7 | Inspire greatness | 7 | 7 |
11th | +8/+3 | +3 | +3 | +7 | Emotion | 8 | 8 |
12th | +9/+4 | +4 | +4 | +8 | Persuasive +4 | 9 | 9 |
13th | +9/+4 | +4 | +4 | +8 | Insanity | 9 | 9 |
14th | +10/+5 | +4 | +4 | +9 | Emotion | 10 | 10 |
15th | +11/+6/+1 | +5 | +5 | +9 | Link | 11 | 11 |
16th | +12/+7/+2 | +5 | +5 | +10 | Inspire heroics | 12 | 12 |
17th | +12/+7/+2 | +5 | +5 | +10 | Emotion | 12 | 12 |
18th | +13/+8/+3 | +6 | +6 | +11 | Persuasive +5 | 13 | 13 |
19th | +14/+9/+4 | +6 | +6 | +11 | Reverence | 14 | 14 |
20th | +15/+10/+5 | +6 | +6 | +12 | Domination, emotion | 15 | 15 |
Weapon and Armor Proficiency
An eliciter gains proficiency with all simple weapons, light armor, and shields.
Casting
An eliciter may combine spheres and talents to create magical effects. An eliciter is considered a Mid-Caster, and uses Charisma as his casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
An eliciter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
An eliciter gains a magic talent every time he gains a caster level, according to Table: Eliciter. This does not stack with caster levels gained from other sources.
Enchanter
An eliciter gains the Mind sphere as a bonus sphere at 1st level and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes.
Persuasive (Su)
An eliciter’s empathic abilities gives him greater insights into the workings of the mind and makes his words (both magical and mundane) harder to resist. An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Bluff, Diplomacy, and Intimidate checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.
Hypnotism (Su)
An eliciter may manipulate another with little more than a look and a word. The eliciter targets a single creature, which must be within Close range and able to see and hear the eliciter. Hypnotizing a target is a standard action. The eliciter may use hypnotism a number of times per day equal to 3 + 1/2 his eliciter level.
When hypnotizing a target, the eliciter chooses one effect available to him from the list below. If this ability calls for a saving throw, the DC is equal to 10 + 1/2 his eliciter level + his Charisma modifier + his Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target themselves with their own hypnotism, even if they can’t see or hear themselves.
Fascinate
The eliciter causes the target to become fascinated with him for 1 round per eliciter level (Will negates). While fascinated, a target takes no action except to stand or sit quietly and watch the eliciter. The target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw to end the fascination effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Liberate
At 4th level, the eliciter may use hypnotism to free a target’s mind of harmful effects. The target may reroll a Will save (using the eliciter’s bonus if it is higher) against each harmful mind-affecting effect they are suffering from. The eliciter may also allow the target to reroll a Will save made to disbelieve an illusion, but this may only be used against an illusion that the eliciter has already successfully disbelieved.
Terrorize
At 7th level, the eliciter may demolish the target’s mind, granting the target a penalty to their Will saving throws equal to his Persuasive bonus (no save). This lasts a number of rounds equal to his Charisma modifier. While a target is affected in this manner, the eliciter does not gain his Persuasive bonus to eliciter abilities and Mind sphere effects against that target.
Inspire Greatness
At 10th level, the eliciter may use hypnotism to instill the target with the effects of the inspire greatness bardic performance for a number of rounds equal to his Charisma modifier.
Insanity
At 13th level, the eliciter may plant compulsions into the target’s mind to distract them. For a number of rounds equal to the eliciter’s Charisma modifier, the target must pass a Will save each round or suffer one of the following effects:
1—take no action but to babble incoherently,
2—run away from the eliciter at top speed,
3—fall prone,
4—drop all held items and be unable to pick them back up,
5—deal 1d8 + Str modifier damage to self with whatever is in hand as a standard action,
6—attack nearest creature.
Each effect lasts 1 round.
Inspire Heroics
At 16th level, the eliciter may grant the target the benefit of the inspire heroics bardic performance for a number of rounds equal to his Charisma modifier.
Reverence
At 19th level, the eliciter may cause the target to fall before him in reverence (Will negates). On a failed saving throw, the target falls prone and is considered helpless for 1 round per level. A flying creature incapable of hovering must land immediately in order to prostrate itself. Each round on its turn, the target may attempt a new saving throw as a full-round action to end the effect early. This does not provoke an attack of opportunity. If a creature makes its initial saving throw against this ability, it is staggered for 1 round and may not be targeted again with this ability until the following day.
Emotions
An eliciter’s power comes from their command of emotions, both their own and others. At 2nd level, an eliciter chooses an emotion, gaining the minor power associated with that emotion. At 5th level and every 3 levels thereafter, the eliciter may choose to gain the minor power of a new emotion, or gain access to the next level of an emotion he already possesses (lesser, greater, and master). An eliciter cannot gain a lesser power before 5th level, a greater power before 8th level, or a master power before 11th level. All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + his persuasive bonus.
Apathy [Core]
Minor: Touch of Apathy (Su): As a standard action, you may make a touch attack against a target, stealing its desire to act. The creature can only take a move action on its next turn, but can defend itself normally. Once a creature has been affected by touch of apathy, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Lethargic: Your touch of apathy causes the target to be dazed for 1 round instead of only losing an action for 1 round.
Greater: Stupor (Su): As an immediate action, you may make a target within Close range dazed for 1 round. The target is allowed a Will save, and on a failure the target loses all actions until the beginning of its next turn. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.
Master: Stop: When using your touch of apathy, the target must pass a Will save or be paralyzed for 1d4+1 rounds. On a successful save, the target is still stunned for 1 round.
Aversion
Source: The Abjurer's Handbook
Minor: Touch of Paranoia (Su): You make a melee touch attack against an enemy, and if successful, fill them with an irrational sense of dread and anxiety. If they fail a Will save, then for the next round they act in a far more defensive manner. On their turn, they can not willingly enter a square that is threatened by more creatures than their current square, and they must move immediately if a less threatened square is within their movement range and they can get there without taking damage or drawing an attack of opportunity. They may use special abilities to do so, but are not required to. If not threatened, they may move freely, but may not willingly move into a threatened square. In addition, they must use their standard action to do one of the following: heal themselves, activate defensive abilities, reposition themselves to defend themselves more effectively, or take the total defense action. They can not willingly perform any action that might draw an attack of opportunity, and they can not make attacks except for attacks of opportunity. They can still flank. This effect lasts 1 round, and is a mind-affecting effect, but is not a fear effect.
You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Self-Preservation: Your touch of paranoia lasts 2 rounds.
Greater: Aura of Menace (Su): You can emit a 30-ft. aura of menace for a number of rounds per day equal to your eliciter level. These rounds need not be consecutive. Enemies within this aura are paranoid about you and your abilities, and will not attack you or move into a square you threaten (Will negates). The effect ends immediately if the creature leaves the aura. This ability is a swift action to activate.
Master: Suspicion: Your touch of paranoia lasts 3 rounds.
Enmity [Core]
Minor: Touch of Enmity (Su): As a standard action, you may make a touch attack against a creature to force that creature to immediately make an attack of opportunity against one of its allies (Will negates). The ally designated must be within the touched creature’s threatened area.
Lesser: Crushing Hatred: When using your touch of enmity on a target, that target gains a bonus to its attack and damage roll equal to 1/2 your eliciter level (minimum: 1) for the attack of opportunity.
Greater: Hateful Aura (Su): You can emit a 30-foot aura of hatred for a number of rounds per day equal to your eliciter level. These rounds need not be consecutive. Enemies within this aura are filled with hatred and cannot use teamwork feats, nor consider other characters allies for the purpose of any actions (Will negates). All creatures, even allies, provoke attacks of opportunity from a target affected by this aura. The effect ends immediately if the creature leaves the aura. This ability is a swift action to activate.
Master: Pure Hatred: When you affect a target with your touch of enmity, the target not only makes an attack of opportunity against the designated target, but must make at least one attack against that target on its next turn. The creature gains your crushing hatred bonus to this attack. Once the creature has attacked the designated target, it loses your crushing hatred bonus and may conclude its turn as normal. If it would be impossible for the creature to attack the designated target, the creature spends its turn moving as close as it can to the target, or (if the target’s new location is unknown) spends its turn looking for its designated target as best as it can.
Excitement
Minor: Touch of Zeal (Su): You may touch a willing creature as a standard action, flooding it with a passion for the moment and the world around it. The target gains one 5-ft. increase to its movement speed per 2 eliciter levels (minimum of 5 ft.). In addition, the target gains a dodge bonus to AC and Reflex saves and a competence bonus to Acrobatics and Fly checks equal to 1 + 1 per 4 eliciter levels. These bonuses last for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Vim and Vigor: The effects of your touch of zeal ability last for 2 rounds instead of 1.
Greater: Instill Alacrity (Su): You may target an ally within 30 ft. as a swift action to grant them an immediate attack at their full BAB. You may use this ability once per day at 8th level, plus 1 extra time per day for every 4 eliciter levels you possess beyond 8th.
Master: Unbridled: The effects of your touch of zeal ability last for 3 rounds instead of 2.
Fear [Core]
Minor: Touch of Fear (Su): You can make a melee touch attack as a standard action to make a target frightened for 1 round (Will negates). A successful save still leaves the target shaken for 1 round. This does not stack with other shaken effects. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Weaken Resolve: When you successfully touch a target with your touch of fear, they are shaken for 1 round per 2 eliciter levels you possess, regardless of whether they pass their save to negate the frightened effect.
Greater: Feed on Fear (Su): At 8th level, as an immediate action upon successfully hitting a creature with a melee attack that’s already suffering from a fear effect, you deal 2d6 extra points of damage and gain that amount in temporary hit points. These temporary hit points last for 24 hours or until lost. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.
Master: Dread: Your touch of fear causes targets who fail their save to become panicked for a number of rounds equal to your Charisma modifier. Panicked creatures drop everything held, run away at top speed, and cower if attacked.
Grief [Core]
Minor: Touch of Grief (Su): As a standard action, you may make a touch attack against a target to fill it with crushing sadness. This inflicts 1d6 points of nonlethal damage + 1 for every two eliciter levels you possess and sickens the target for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Paralyzing Grief: When you use your touch of grief on a target, that target must pass a Will save or also be nauseated for 1 round.
Greater: Aura of Despair (Su): You may emit a 30-foot aura of despair for a number of rounds per day equal to your eliciter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. This ability is a swift action to activate, and the rounds do not need to be consecutive. This is a mind-affecting effect.
Master: Pure Grief: When you use your touch of grief on a target, the target is sickened for 1 round per 2 eliciter levels you possess.
Joy [Core]
Minor: Touch of Joy (Su): You can touch a willing creature as a standard action, filling it with elation and confidence in all it undertakes. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Lingering Joy: The effects of your touch of joy ability last for 2 rounds instead of 1.
Greater: Aura of Elation (Su): At 8th level, you can emit a 30-foot aura of courage for a number of rounds per day equal to your eliciter level. This ability is a swift action to activate. Allies in the area gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks. These rounds do not need to be consecutive.
Master: Pure Joy: The effects of your touch of joy ability lasts for 3 rounds instead of 2.
Love [Core]
Minor: Charming Touch (Su): You can charm a living humanoid by touching it. Creatures in combat and those with a hostile attitude toward you are unaffected. Creatures receive a Will saving throw to negate the effect. Creatures that fail their save change their attitude toward you to friendly for 1 round per 2 eliciter levels (minimum 1). The target views you and your words in favorable ways (although this does not grant the ability to communicate with the target if it cannot already understand you). You must succeed at an opposed Charisma check to convince it to do something it wouldn’t normally do, and requests that are against its nature or fatal to itself are never obeyed. Any hostile action by you or your allies breaks the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Universal Love: Your Charming Touch ability can affect a greater arrangement of minds. You may target any creature not immune to mind-affecting abilities and may even affect creatures who are hostile to you or in combat, although these creatures receive a +5 bonus to their saving throw.
Greater: Anything to Please (Su): You can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this effect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.
Master: Obsession: Your Charming Touch ability causes the target to be consumed with love for you, to the exclusion of all thoughts of self or previous obligation. The target’s attitude becomes helpful instead of friendly. The target will do anything you ask of it, even things it would not normally do. Gross violations of its nature (asking a good person to attack its allies, etc.) allows the target a new saving throw with a +2 bonus to throw off the entire effect. A target never obeys requests that are obviously fatal.
Loyalty
Minor: Clarity (Su): You can touch a willing creature, filling it with a powerful desire to protect and serve its allies. This lasts a number of rounds equal to your eliciter level. While under this effect, the creature may perform an aid another action as a swift action. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Nobility: When the loyal creature uses the aid another action, the ally they aid may apply the bonus to both their attack roll and their AC instead of just one of them.
Greater: Aura of Synchronicity (Su): You can emit a 30-foot aura of cooperation for a number of rounds per day equal to your eliciter level. Whenever you or an ally within the aura would gain a bonus to attack rolls or to AC due to aid or battlefield positioning, such as flanking, higher ground, or cover, that bonus is increased by +2. This ability is a swift action to activate. These rounds do not need to be consecutive.
Master: Compassion (Su): Whenever the loyal creature aids another willing ally, they may also transfer any number of hit points, temporary hit points, or magic effects attached to them to the person they are aiding.
Rage [Core]
Minor: Touch of Rage (Su): You can touch a willing creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your eliciter level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lesser: Lingering Rage: The bonuses granted by your touch of rage last for 2 rounds instead of 1.
Greater: Rage (Su): You can enter a rage like a barbarian, for a number of rounds per day equal to your eliciter level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your eliciter level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Master: Pure Rage: The bonuses granted by your touch of rage last for 3 rounds instead of 2.
Resolve
Minor: Determined (Su): You can touch a willing creature as a standard action, filling it with courage and the will to do what needs to be done. The creature gains a morale bonus to attack rolls, skill rolls, and saving throws that starts at 0, but increases by 1 any time they fail an attack roll, skill roll, or saving throw, up to a maximum equal to your Charisma modifier. When they succeed on one of these, the bonus decreases by 1 to a minimum of 0. The effect disappears after 1 minute. You may do this a number of times per day equal to 3 + your Charisma modifier.
Lesser: Willful: While under the effects of resolve, the creature is immune to fear, and to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects).
Greater: Implacable (Su): As an immediate action, you may allow an ally within close range to reroll a saving throw they just failed. They receive a bonus to this saving throw equal to half your class level, and if they succeed, they are completely unaffected by the ability they saved against, even if it normally has a reduced effect on a successful save. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.
Master: Relentless: While under the effects of resolve, the creature is immune to the effects fatigued and sickened conditions (though they may still have those conditions). In addition, they treat the confused, dazed and stunned conditions as being equal to the staggered condition for as long as they are relentless. Finally, if they are reduced to less than 1 hp, their resolve immediately ends, and they remain at 1 hp without falling below it.
Tranquility
Minor: Touch of Peace (Su): You may touch a willing creature as a standard action, allowing a contented feeling to flood through it that lessens pain. The target gains 1d6 temporary hit points, +1 per 2 levels. These temporary hit points last for one minute. This ability may be used a number of times per day equal to 3 + your Charisma modifier.
Lesser: Peace of Mind: The number of temporary hit points granted by your touch of peace ability increases to 1d8 +1 per level.
Greater: Exonerate (Su): As a standard action, you may remove the exhausted, fatigued, frightened, nauseated, shaken, or sickened condition (choose one) from a willing ally within 30 ft that may see or hear you. You may use this ability once per day at 8th level, plus 1 extra time per day for every 4 eliciter levels you possess beyond 8th.
Master: Peace of Heart: The number of temporary hit points granted by your touch of peace ability increases to 1d10 + 2 per level.
Defensive Empathy (Su)
At 3rd level, an eliciter adds their persuasive bonus to Sense Motive checks, as well as Will saves against Enchantment (charm) and Enchantment (compulsion) effects.
Convincing (Ex)
At 9th level, an eliciter may take 10 with any Bluff, Diplomacy, Intimidate, or Sense Motive check if he has ranks in that skill, even if circumstances would normally prohibit this action. He may always choose not to take 10 and instead roll normally.
In addition, once per day the eliciter may choose to take 20 on one of these skill checks without taking additional time. He may use this ability twice per day at 13th level, and three times per day at 17th level.
Link (Su)
At 15th level, whenever the eliciter charms or dominates a target (such as through the Enthrall charm from the Mind sphere, the touch of joy emotion power, or the domination eliciter class ability), the eliciter may send thoughts and instructions telepathically to that creature. The target may also communicate back to the eliciter via this same telepathic link. The target must be within 60 ft for this ability to function.
Domination (Su)
At 20th level, an eliciter’s may permanently enslave a target’s mind. Once per day as a standard action, the eliciter may make a touch attack against a target and attempt to dominate it. This is an enchantment (compulsion), mind-affecting effect. The target is allowed a Will save (DC 10 + 1/2 eliciter level + Charisma modifier + Persuasive bonus) and on a failed save, the target becomes devoted to the eliciter, gaining a disposition of helpful and obeying any orders the eliciter gives to the exclusion of all other activities except those necessary for survival (eating, sleeping, etc.). The target never obeys obviously self-destructive commands, and is allowed a new save with a +2 bonus to throw off the compulsion if asked to do something against its nature. A DC 25 Sense Motive check reveals the target is under compulsion.
The eliciter may only have one target dominated in this fashion at a time; if the eliciter successfully uses this ability to dominate a second target, the first is immediately released from service.
Feats
The following feats are especially helpful or appropriate for Eliciters.
Dynopathy
Prerequisites: Mind sphere, emotion class feature, 5th caster level or higher.
Benefit: You may fuel raw magical energy from your spell pool and into your emotion class feature. You may spend a spell point instead of a daily use of an emotion for emotions with limited daily uses.
Elicit Strike [Core]
Prerequisites: Improved Unarmed Strike, Emotion class feature.
Benefit: If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of an emotion power with ‘touch’ in its name. Doing so provokes no attacks of opportunity.
Extra Emotion [Core]
Prerequisite: Emotion class feature.
Benefit: Gain the minor power of a new emotion or the next level of an emotion you already possess. You may take this feat multiple times. The effects stack.
Extra Magic Talent [Core]
Prerequisite: Basic Magic Training or Casting class feature.
Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
Extra Spell Points [Core]
Prerequisite: Spell Pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Greater Hypnosis [Core]
Prerequisite: Hypnotism class feature.
Benefit: The range at which you may affect targets with your hypnotism increases to Medium range.
Normal: You may only affect targets with your hypnotism at Close range.
Impassion
Prerequisites: War sphere, emotion class feature.
Benefit: You may spend a spell point to rally an ally with any emotion from your emotion class feature that targets a single creature. You do not need to be within touch range, even if the emotion normally requires it.
Impressionistic Strike (Combat)
Prerequisites: Emotion class feature, Elicit Strike.
Benefit: Whenever you successfully strike an opponent with a weapon you are proficient with, you may spend a swift action to affect the target with an emotion power that is delivered by touch.
Soul-Piercing Gaze
Prerequisites: Emotion class feature.
Benefit: As a standard action, you may attempt to make eye contact with all enemies within close range. The enemies must be able to see and hear you to be affected. Each enemy receives a Reflex saving throw against a DC 10 + 1/2 your class level + your Charisma modifier against the gaze. Enemies may attempt to avert your gaze as they would a gaze attack (such as by averting their eyes of wearing a blindfold).
If at least one enemy fails their saving throw, you may choose one enemy that failed their saving throw and use an emotion from your emotion class feature on them as if you had made a successful melee touch attack. They still receive the regular saving throw against the emotion, if any. If every target succeeds on their saving throw against your gaze, the emotion is not expended.
When using Soul-Piercing Gaze, it is difficult for observers to detect the use of any supernatural ability. You may make a Bluff check vs the passive perception of any observers to disguise what you are doing.
Sphere Focus [Core]
Prerequisite: Casting class feature.
Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. each time it is gained, apply this benefit to a different sphere.
Synchronicity
Prerequisites: Emotion class feature.
Benefit: You may enhance an emotion power that has a range of touch and a single target to extend the range to 30 ft. and the maximum number of targets to be equal to your Charisma modifier. Each target of the emotion power must be within close range of each other as well as you. If the power grants a saving throw to resist, the DC is reduced by 2. Using an emotion power in this way costs 3 daily uses of the power instead of 1.
Trance [Core]
Prerequisite: Emotion class feature.
Benefit: You may apply any emotion power with ‘touch’ in the name to yourself as a move action instead of a standard action. Doing so does not provoke an attack of opportunity
Favored Class Bonuses
Aasimar
Gain a +1/4 bonus to your effective class level when determining the effects of all abilities associated with one emotion.
Dwarf
+1/3 bonus to saves against mind-altering effects
Elf
Increase the duration of all Hypnotism effects by 1/4th of a round.
Gnome
+1/3 to the DC of the fascinate hypnosis.
Goblin
Gain a +1/2 bonus to Bluff checks.
Half-Elf
+1/4 of an extra use of Hypnotism per day.
Half-orc
When using the liberate hypnotism ability, the target gains a +1/4 bonus to their Will save.
Halfling
Gain a +1/4th bonus to Diplomacy, Bluff, Intimidate, and Sense Motive checks.
Human
Gain +1/6th of a bonus emotion.
Merfolk
Increase the range of the eliciter’s hypnotism by 5 ft for every 3 times this benefit is taken.
Orc
Gain a +1/2 bonus to Intimidation checks made to demoralize opponents, and to Bluff checks made to feint in combat.
Tiefling
Gain a +1 bonus to MSB checks made to overcome the spell resistance of outsiders.
Archetypes
-Old Dark Presence
The Dark Presence swaps their expertise with the Mind sphere for the War sphere, and gains a new set of Hypnotisms focused around drawing out the darkest parts of their foes' emotions.
-Old Empathic Duelist [CS]
The Empathic Duelist trades some of their focus on mental domination for the ability to form connections with the creatures of the world.
-Old Fright Wright
The Fright Wright specializes in making their enemies afraid, and can use that fear for a variety of useful effects.
-Old Hypnotist
The Hypnotist trades in their power over Emotions for the ability to control their own mind better, with bonuses to various investigative skills.
-Old Id
The Id is focused entirely on their emotions, gaining new strength with them in return for the loss of other hypnotic powers.
Archetype CompatibilityWeapon & Armor Proficiencies | Enchanter | Hypnotism | Persuasive | Inspire Greatness | Emotion | |
---|---|---|---|---|---|---|
Dark Presence | X | M | X | |||
Fright Wright | M | X | ||||
Hypnotist | X | |||||
Id | X | X | ||||
Defensive Empathy | Convincing | Link | Domination | Inspire Heroics | Reverence | |
Dark Presence | X | X | ||||
Fright Wright | M | X | X | |||
Hypnotist | ||||||
Id | X | X |
Guide: M = Modifies, X = Replaces, Blank = No Change