DARK PRESENCE
In the most primal area of the mind lie the strongest emotions; the impulses to fight or flee. It is this area that is the target of those eliciters who seek to bring the most horrible aspects of war into their enemy’s minds. The dark presence appears on the battlefield as a reminder of everything horrifying in war, and she can reach down into the minds of his enemies and bring every depraved and violent thought buried to the surface.
Inciter
A dark presence gains the War sphere as a bonus sphere at 1st level and treats her class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes. This replaces enchanter.
Ominous
The dark presence gains a +2 bonus to the DCs of her War sphere abilities and dark presence class features, as well as to Influence checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level. This replaces persuasive. Class abilities and feats that refer to persuasive refer to ominous instead, and she may gain abilities that have persuasive as a requirement.
Eyes of Onyx
At 3rd level, the dark presence gains Soul-Piercing Gaze as a bonus feat. If he already possesses Soul-Piercing Gaze, then he gains Extra Emotion instead. The bonus from her ominous class feature applies to her Soul-Piercing Gaze. This replaces defensive empathy.
Hypnotism
The dark presence gains the following hypnotisms:
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Recklessness: At 1st level, the dark presence places a seed of self-destructive rage into the target’s mind, making them concentrate on their aggression to the detriment of defending their self. The target must make a Will save, or lose their Dexterity bonus to their AC for one round. This replaces fascinate.
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Confusion: At 4th level, the dark presence can sow confusion. The chaos of the battlefield leaves the target’s mind disoriented as they try to make sense of the madness of war. They must make a Will save, or be confused for a number of rounds equal to the dark presence’s class level. The target receives a new save at the end of each of their turns. This replaces liberate.
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Sadism: At 10th level, the dark presence can fill the target with pain. The target takes 1d8 non-lethal damage for every class level the dark presence has. A successful Will save reduces the damage to half. This replaces inspire greatness.
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Revulsion: At 16th level, the dark presence exposes their enemy to the gore and blood of war. The target must make a Fortitude save or become nauseated for a number of rounds equal to 1/2 the dark presence’s class level. They receive a new save at the end of each of their turns. When a creature passes a saving throw, they are then sickened for the remainder of the duration. This replaces inspire heroism.
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Hopelessness: At 19th level, the dark presence can cause a target to be filled with hopelessness. If they fail their Will save, they become unable to attack, assist their allies, or do anything but move and defend themselves. Any emotional effect (such as an enchantment or Mind sphere effect) allows the creature to make a new saving throw, as they are given new purpose, but they receive a -2 penalty for each previous save they failed against the effect. Otherwise, the effect lasts a number of rounds equal to the dark presence’s class level. This replaces reverence.
Darkest Presence
At 20th level, the dark presence can unleash a torrent of emotion across an area, invading the minds of all save for those the dark presence spares. Whenever the dark presence uses a hypnotism, she may spend four uses of hypnotism instead of one to affect all enemies within the area of effect of a single totem she has created. Enemies do not need to be visible to the dark presence to be affected, nor do they need to be within range of their hypnotism ability. This replaces domination.