Charm Sphere

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Granted Powers: You gain Seductive Channel as a bonus feat, even if you do not meet the prerequisites. In addition, you add Bluff (Cha) and Intimidate (Cha) to your list of class skills.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Charm/Captivation, Love, Lust
  • Blessing: Charm
  • Inquisition: Conversion and Truth
  • Mysteries: Dragon (presence of dragons revelation only), Godclaw (armored mind, boon of terror, and iron order revelations only), Intrigue (forgotten presence and gossip guru revelations only), Nature (transcendental bond revelation only)

You can also choose one of the following sphere powers.
  • Laughing Touch (Sp): You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. This is a mind-affecting effect. Using this power expends one use of your divine reservoir.
  • Powerful Suggestion (Sp): You can make a powerful suggestion (as per the spell) to a number of creatures equal to your Wisdom bonus. A Will save (DC 10 + 1/2 your vicar level (minimum 1) + your Wisdom modifier) negates the effects. Targets must be able to hear and understand you for this ability to take effect. This power is otherwise similar to a bard’s suggestion ability. You must be at least 7th level to select this power. Using this power expends one use of your divine reservoir.
  • Shape Emotions (Su): You can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds equal to 3 + your Wisdom modifier. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. You must be at least 9th level to select this power. Using this power expends one use of your divine reservoir.
  • Words of Courage (Su): Your inspiring words grant your allies a +1 bonus to saving throws against charm and fear effects and on attack and damage rolls. This bonus increases by +1 at 7th level and every six levels thereafter. Allies must be able to hear and understand you to take effect. Using this power expends one use of your divine reservoir.

Divine Eminence (Sp): You can cast eternal slumber once per week as your divine eminence ability.

Sphere Spells: You add the following spells to your spell list, at the indicated spell levels.
  • 0th—enhanced diplomacy, haunted fey aspect
  • 1st—aspect of the nightingale, bane, charm person, confusion (lesser), command, compel hostility, cultural adaptation, detect charm, haze of dreams, tap inner beauty
  • 2nd—animal trance, calm emotions, enthrall, forest friend, hold animal, touch of idiocy, unnatural lust
  • 3rd—dominate animal, heroism, hydrophobia, lover’s vengeance, mantle of calm, sepia snake sigil, stench of prey, suggestion
  • 4th—aura of doom, aura of the unremarkable, command plants, confusion, geas (lesser), heroism, symbol of laughter, terrible remorse
  • 5th—apparent master, charm monster, command (greater), dominate person, litany of thunder, serenity
  • 6th—envious urge, geas/quest, suggestion (mass), symbol of persuasion
  • 7th—insanity, symbol of stunning, waves of ecstasy
  • 8th—binding, charm monster (mass), demand, euphoric tranquility
  • 9th—dominate monster, overwhelming presence