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.