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Feats of Enchantment

June 5th, 2012

Alex Riggs

Extraordinary Feats Archive

            It’s Tuesday, and surely you know what that means: time for feats! It’s Enchantment Week, so naturally today’s feats take a bit of an enchantment bent, but there are a few sprinkled in there that don’t necessarily relate to enchantment spells directly, but fall into a similar vein of manipulation, trickery, persuasion, and deceit.

 

Domineering Personality
Your force of will is exceptionally strong, allowing you to more easily best others in competitions of will.
Benefit: You gain a +6 bonus on opposed Charisma checks, such as those made when two separate characters are exerting conflicting mental commands to a third creature. This bonus does not apply to opposed skill checks that are Charisma-based (such as the Bluff skill).

Greater Subtle Enchantment
Only a subject’s closest friends have any hope of detecting that one of your enchantment spells has affected his mind.
Prerequisite: Subtle Enchantment.
Benefit: Whenever a creature uses Sense Motive to determine whether or not a creature you have affected with an enchantment spell is under the effects of an enchantment spell, the DC is increased by +10. This bonus overlaps (does not stack) with that provided by Subtle Enchantment, and applies only to enchantment spells you have cast: if the subject is also under the effects of another character’s enchantment spell, the DC to identify that he is under the effects of an enchantment remain the same.

Hidden Spell [Metamagic]
You can cast spells in such a way that those observing you can’t even tell that a spell has been cast.
Benefit: When you cast a spell modified by this feat, there are no visible signs that you are casting it. As a side-effect of this, the spell is automatically affected as though by the feats Silent Spell and Still Spell. Additionally, unless the spell’s description indicates to the contrary (such as if a blast of lightning explodes from your fingertips), there is nothing at all to indicate that a spell has been cast, and even less to indicate you as its source. Anyone under the effects of detect magic, or another affect that allows them to see or otherwise sense magic can still tell that you cast the spell, but even those who are somehow aware that a spell is being cast suffer a -10 penalty on any Spellcraft checks made to identify the spell. Creatures that are not aware that a spell is being cast cannot attempt to counter the spell. A hidden spell uses up a spell slot three levels higher than the spell’s actual level.

Lingering Affections
Your charm spells leave your target with good opinions of you.
Prerequisite: Able to cast one or more spells of the charm subschool
Benefit: When a spell of the charm subschool that you have cast ends (whether its duration expired, or it is dispelled, or it ends for some other reason), the target’s attitude towards you is treated as one step higher than it would normally be. If the target is unaware that you cast a spell of the charm subschool on him, or if he did not mind having it cast on him (for reasons besides the spell’s effects), then his new attitude would be one step better than whatever attitude he had when the spell was first cast. If the target is aware that he was magically manipulated, then his attitude shifts to whatever attitude this would normally cause him to have (typically hostile or unfriendly), and then it becomes one step higher than that. Further interaction can change the target’s attitude towards you, as normal (including changing it to hostile, if your interaction warrants it).

Ordered Mind
Your mind is well-structured to resist chaos and confusion.
Benefit: You gain a +2 bonus on any saving throw made to avoid the confused condition. Additionally, when you are confused, and must roll a d% at the beginning of your round to determine how you act, you may roll twice and take the better result.

Reasonable Argument
You are adept at using logic in persuasion, demonstrating to the person you are talking with why it is in their best interest to do as you ask.
Benefit: Add your Intelligence modifier to Diplomacy skill checks, in addition to your Charisma modifier.

Strong-Minded
Your sense of self is strong, and it is difficult for others to exert their will over you.
Benefit: You gain a +3 bonus on Will saves made to resist effects of the compulsion subschool.

Subtle Enchantment
You are a master of using enchantment magic subtly, making it much more difficult for others to detect your presence in your subjects’ minds.
Prerequisite: Able to cast one or more enchantment spells.
Benefit: Whenever a creature uses Sense Motive to determine whether or not a creature you have affected with an enchantment spell is under the effects of an enchantment spell, the DC is increased by +5. This bonus applies only to enchantment spells you have cast: if the subject is also under the effects of another character’s enchantment spell, the DC to identify that he is under the effects of an enchantment remain the same.

Supernatural Charm
You have learned to draw upon certain enchantment spells to make yourself more charming.
Prerequisite: Able to cast one or more spells of the charm subschool.
Benefit: As long as you have at least one spell of the charm subschool prepared (or, if you are a spontaneous caster, as long as you know a spell of the charm subschool and have an unused spell slot you could use to cast it), you gain a +2 competence bonus to any Bluff or Diplomacy checks you make.

What They Want to Hear
You know what people want to hear, and so are better able to tell them lies they will believe.
Prerequisite: Bluff 5 ranks, Sense Motive 5 ranks.
Benefit: Add your Wisdom modifier to Bluff skill checks in addition to your Charisma modifier. This bonus applies only to Bluff checks made to lie, not those made to feint or to pass secret messages.