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  Feats of Enchantment
  Feats of Enchantment
  ten new feats for use with the Pathfinder® rolePlaying game
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not en-
  dorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplay-
  ing Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
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  Product No. F0336    customerservice@abandonedarts.com
  
  2
  The More Feats! Line from Abandoned Arts
  Each entry in the More Feats! product line contains a group of thematically-related feats for 
  perfect for PCs and NPCs relevant to that theme. Feats of Enchantment features feats for en-
  chanters and fans of enchantment magic. Many of the feats contained herein list enchanting 
  spellcasting ability or the Spell Focus (enchanting) feat as a prerequisite.
  COMPEL THOUGHTS
  You can govern a compelled creature’s very 
  thoughts.
  Prerequisites: ability to cast an enchantment (com-
  pulsion) spell, Bluff 3 ranks
  Benefit: If a creature under the influence of your en-
  chantment (compulsion) spell is affected by a detect 
  thoughts spell or any other spell or effect which can 
  detect or read thoughts, you can use the Bluff skill 
  to exercise limited control over what thoughts are 
  revealed. Make a Bluff check opposed by the Sense 
  Motive skill check of the character reading your tar-
  get’s thoughts. If your Bluff check is successful, you 
  can broadcast any thoughts you choose. You must be 
  aware of such a spell or effect in order to influence 
  the thoughts that it detects.
  EMOTIONAL IMPACT
  Your spells resonate with emotional intensity.
  Prerequisites: ability to cast a spell with the emo-
  tion descriptor, non-lawful
  Benefit: Spells with the emotion descriptor that you 
  cast are more difficult to dispel or to counter. The DC 
  to dispel an emotion spell that you cast is increased 
  by 4, and caster level checks made to counter your 
  emotion spells take a -2 penalty.
  GREATER PENETRATING  
  ENCHANTMENT
  You can subvert the spell resistance of enchanted 
  creatures.
  Prerequisites: Penetrating Enchantment, Spell Fo-
  cus (enchantment), Spell Penetration
  Benefit: You gain a greater bonus on caster level 
  checks made to penetrate the spell resistance of a 
  creature under the effects of an enchantment spell 
  that you cast. The amount of this bonus equals the 
  spell level of your highest-level enchantment spell 
  affecting that creature.
  PENETRATING ENCHANTMENT
  Your enchantments undermine spell resistance.
  Prerequisites: Spell Focus (enchantment), Spell 
  Penetration
  Benefit: You gain a bonus on caster level checks 
  made to penetrate the spell resistance of a creature 
  under the effects of an enchantment spell that you 
  cast. The amount of this bonus is equal to one-half 
  the spell level of your highest-level enchantment 
  spell affecting that creature.
  RAPID DISMISSAL
  With an idle wave of your hand, you can release 
  another from your spell.
  Prerequisites: Spell Focus (enchantment)
  Benefit: You can dismiss an enchantment spell as 
  either a free action or an immediate action.
  Normal: Dismissing a spell requires a standard ac-
  tion. 
  SHARED MIND
  You share a nearly-telepathic connection with your 
  cohort.
  Prerequisites: Leadership, Shared Insight1 or te-
  lepathy
  Benefit: You gain a +1 insight bonus on skill checks 
  that your cohort is trained in.
  SUBTLE ENCHANTMENTS
  You can mask the ”tells” that might give away your 
  enchantment spells.
  Prerequisites: Bluff 3 ranks, Spell Focus (enchant-
  ment)
  Benefit: The DCs of Sense Motive skill checks to de-
  tect the influences of charm and compulsion spells 
  that you cast are increased by 5.
  WARMIND
  Your enchanted pawns benefit from your combat 
  savvy.
  Prerequisites: ability to cast an enchantment (com-
  pulsion) spell, Combat Casting, Greater Spell Focus 
  (enchantment), Spell Focus (enchantment)
  Benefit: Whenever you gain control over a crea-
  ture’s actions through an enchantment (compulsion) 
  spell that you cast, such as dominate person, you 
  may grant that creature the ability to use your own 
  base attack bonus (if higher) in place of its own.
  WHELMING DISMISSAL
  You can dismiss your enchantments with traumatic 
  force.
  Prerequisites: Greater Spell Focus (enchantment), 
  Spell Focus (enchantment)
  Benefit: You can dismiss an enchantment spell as 
  a full-round action to deal 1d6 points of nonlethal 
  
  3
  damage per spell level to a single affected target to 
  which you have line of sight and line of effect. A suc-
  cessful Will saving throw against a DC equal to the 
  save DC of the spell negates all damage from this 
  effect.
  WREST ENCHANTMENT
  Your compulsion spells can override your oppo-
  nents’ compulsions.
  Prerequisites: Cha 15, ability to cast an enchant-
  ment (compulsion) spell
  Benefit: When a creature over whom you have 
  gained control through an enchantment (compul-
  sion) spell, such as 
  , is also under 
  the influence of another creature’s enchantment 
  (compulsion) spell, you may attempt an opposed 
  Charisma check against the opposing caster as a 
  standard action at any time during the duration of 
  your spell. If your Charisma check succeeds, you 
  may immediately attempt to dispel the opposing 
  spell as though you had cast 
  . If your 
  dispel check fails, you may not retry this check unless 
  you exercise control over the creature with another 
  enchantment (compulsion) spell.
  1: See the Pathfinder® Roleplaying Game: Advanced Player’s 
  Guide™ for a description of this feat.
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