Enchantment Subschools (Pathfinder Alternate Class Feature)
From D&D Wiki
Dragon Master Subschool[edit]
Some in the field of enchantment set their goals higher than simply controlling and manipulating the minds of their victims. Some seek to dominate dragons! Their training is focused on the mastery of dragons and their powers represent that.
Class: Any class with the Enchantment arcane school.
Replaces: The following school power replaces the enchanting smile, dazing touch, and aura of despair powers of the enchantment school.
Sly Master (Ex): You gain a +1 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 at 6th level and every 6 levels thereafter, to a maximum of +4 at 18th level. Against a dragon, this bonus doubles (+2 at 1st level, +4 at 6th level, +6 at 12th level, and +8 at 18th level). At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, you can recast an enchantment spell you previously cast of a level equal to or lower than the spell you successfully saved against, as if you had a pearl of power.
Aura of Draconic Domination (Ex): Your know that to defeat a dragon, you must have the presence of a dragon, making your spells harder to resist. You can emit a 10-foot fear aura for a number of rounds per day equal to your wizard level. Enemies within this aura take a 2 penalty on saving throws against fear and mind-affecting effects. At 5th level and every 5 levels thereafter, the radius of this aura increases by 5 feet, to a maximum of 30 feet at 20th level. Fear and mind-affecting spells cast against dragons that are within this aura receive a bonus to the caster level check equal to the wizard’s caster level to bypass the dragon’s spell resistance. This is a fear effect.
Dragon Mastery (Su): At 8th level, the DC for enchantment spells you cast against dragons is calculated as follows: 10 + your wizard level + your Intelligence score. You can use this increased DC for a number of spells per day equal to half your wizard level.
Source Book of Dragon Magic from Jon Brazer Enterprises
Idiocy Subschool[edit]
Class: Any class with the Enchantment arcane school.
Replaces: The following school power replaces the enchanting smile and aura of despair powers of the enchantment school.
Mental Fortitude (Su): You are immune to Intelligence damage and drain, as well as to the effects of the feeblemind spell.
Insanity Blast (Sp): At 8th level, you can fire a bolt of pure, concentrated thought which overwhelms your opponent’s mental defenses. This is a ranged touch attack. On a successful hit, the target must succeed on a Will save or take an amount of Intelligence damage equal to 1d6 + your Intelligence modifier. If this causes the target’s Intelligence damage to exceed his Intelligence score, he is affected as though by the spell insanity, in addition to the normal effects of having that much Intelligence damage. You can use this ability once per day at 8th level, plus an additional time per day at 16th level.
Source Advanced Arcana I from Necromancers of the Northwest
Lust Subschool[edit]
Ancient enchanters tapped the power of the sin of lust to enhance their magic. Practitioners of this subschool tap that same ancient magic in order to beguile the objects of their desire and ensnare the minds of their friends and foes alike.
Class: Any class with the Enchantment arcane school.
Replaces: The following school powers replace the enchanting smile, dazing touch and aura of despair powers of the enchantment school.
Honeyed Words (Su): You speak in a charming way that allows you to more easily convince others to grant your sensual desires. You add 1/2 your wizard level (minimum 1) to all Charisma-based skill checks made against characters of the gender of your choice (you make this choice when you gain this ability, and it cannot later be changed). At 20th level, whenever you improve a character’s attitude to helpful, you may choose to force them to undertake a specific course of action, as with spell suggestion, except that the action to be taken must be erotic or romantic in nature and that no saving throw is allowed to resist the effect.
Caress of Lust (Sp): You can use the powers of lust to force a character to indulge your base desires or tremble with the effort of resisting your charms. As a standard action, you can make a melee touch attack, which, if successful, fills the target with lust. A character so affected can either spend their next turn doing nothing but kissing or caressing you, as though affected by the unnatural lust spell, or may choose to fight the urge instead, becoming staggered for 1d4 rounds. A single character cannot be affected by this ability more than once in a 24-hour period. You can use this ability a total number of times each day equal to 3 + your Intelligence modifier.
Aura of Entrancement (Su): At 8th level, you can emit an aura which causes those within to become hopelessly enamored with you. You can emit this 30-foot aura for a total number of rounds each day equal to your wizard level. Characters within the aura must succeed on a Will save (DC = 10 + 1//2 your wizard level + your Intelligence modifier) or be fascinated for as long as they remain within the area. Enchantment spells you cast do not break this fascination in the way that other hostile actions do. A character that succeeds on their saving throw, or for whom the fascination effect is broken, is immune to the effect until they leave and re-enter the aura.
Source Weekly Wonders: Archetypes of Sin IV (Lust) from Necromancers of the Northwest
Styx Subschool[edit]
The River Styx erases the memory of those foolish enough to imbibe or touch its water; this school draws power and inspiration from its power.
Class: Any class with the Enchantment arcane school.
Replaces: These powers replace the dazing touch and aura of despair powers of the enchantment school.
Touch of the Styx (Su): You may deal 1d4 Intelligence or Charisma damage as a melee touch attack. You choose the ability score affected prior to making each attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Drowning in the Styx (Su): At 8th level, when you cast a spell with the mind-affecting descriptor, you may choose to infuse the spell with the power of the River Styx, increasing the spell’s duration by half. When the spell ends, the target must make a Will save (same DC as the spell) or forget everything that happened throughout the duration of the spell.
Source Wayfinder 11
Back to Main Page → Pathfinder Homebrew → Character Options → Alternate Class Features