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ELICITER

​Eliciters are born with the power to manipulate the minds and emotions of others, sometimes to the point of stripping them of all free will. Each society deals with eliciters differently, and history shows eliciters ruling nations, being hunted as criminals, or even being used by dictators to control the minds of their populace. There are few eliciters in the world today, and even fewer who will  admit to their powers, but the legends are still enough to strike fear and caution into the hearts of  others.

Alignment: Any

Hit Die: d8

Class Skills: The eliciter’s class skills are Acrobatics (Dex), Athletics (Str), Craft(Int), Deception (Cha), Handle Animal (Cha), Influence (Cha), Knowledge (civilization; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft  (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: The Eliciter

Eliciter.jpg

CLASS FEATURES

The following are the class features of the eliciter:

Weapon and Armor Proficiency:

An eliciter gains proficiency with all simple weapons, light armor, and shields, as well as the longsword, rapier, sap, shortsword, and whip.

Casting

An eliciter may combine spheres and talents to create magical effects. An eliciter is considered a Mid-Caster, and uses Charisma as his casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

An eliciter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

An eliciter gains a magic talent every time he gains a caster level, according to Table: Eliciter. This does not stack with caster levels gained from other sources.

Enchanter

An eliciter gains the Mind sphere as a bonus sphere at 1st level and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes.

Persuasive (Su)

An eliciter’s empathic abilities gives him greater insights into the workings of the mind and makes his words (both magical and mundane) harder to resist. An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Influence checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.

Hypnotism (Su)

An eliciter may manipulate another with little more than a look and a word. The eliciter targets a single creature, which must be within Close range and able to see and hear the eliciter. Hypnotizing a target is a standard action. The eliciter may use hypnotism a number of times per day equal to 3 + 1/2 her eliciter level. When hypnotizing a target, the eliciter chooses one effect available to her from the list below. If this ability calls for a saving throw, the DC is equal to 10 + 1/2 her eliciter level + her Charisma modifier + her Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target themselves with their own hypnotism, even if they can’t see or hear themselves.

  • Fascinate: The eliciter causes the target to become fascinated with her for 1 round per eliciter level (Will negates). While fascinated, a target takes no action except to stand or sit quietly and watch the eliciter. The target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw to end the fascination effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

  • Liberate: At 4th level, the eliciter may use hypnotism to free a target’s mind of harmful effects. The target may reroll a Will save (using the eliciter’s bonus if it is higher) against each harmful mind-affecting effect they are suffering from. The eliciter may also allow the target to reroll a Will save made to disbelieve an illusion, but this may only be used against an illusion that the eliciter has already successfully disbelieved.

  • Terrorize: At 7th level, the eliciter may demolish the target’s mind, granting the target a penalty to their Will saving throws equal to her Persuasive bonus (no save). This lasts a number of rounds equal to her Charisma modifier. While a target is affected in this manner, the eliciter does not gain her Persuasive bonus to eliciter abilities and Mind sphere effects against that target.

  • Inspire Greatness: At 10th level, the eliciter may use hypnotism to instill the target with the effects of the inspire greatness bardic performance for a number of rounds equal to her Charisma modifier.

  • Insanity: At 13th level, the eliciter may plant compulsions into the target’s mind to distract them. For a number of rounds equal to the eliciter’s Charisma modifier, the target must pass a Will save each round or suffer one of the following effects for 1 round:

  • Inspire Heroics: At 16th level, the eliciter may grant the target the benefit of the inspire heroics bardic performance for a number of rounds equal to her Charisma modifier.

  • Reverence: At 19th level, the eliciter may cause the target to fall before her in reverence (Will negates). On a failed saving throw, the target falls prone and is considered helpless for 1 round per level. A flying creature incapable of hovering must land immediately in order to prostrate itself. Each round on its turn, the target may attempt a new saving throw as a full-round action to end the effect early. This does not provoke an attack of opportunity. If a creature makes its initial saving throw against this ability, it is staggered for 1 round and may not be targeted again with this ability until the following day.

Emotions

An eliciter’s power comes from their command of emotions, both their own and others. At 2nd level, an eliciter chooses an emotion, gaining the minor power associated with that emotion. At 5th level and every 3 levels thereafter, the eliciter may choose to gain the minor power of a new emotion, or gain access to the next level of an emotion she already possesses (lesser, greater, and master). An eliciter cannot gain a lesser power before 5th level, a greater power before 8th level, or a master power before 11th level. All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + her persuasive bonus.

All of the available emotions can be found HERE.

Defensive Empathy (Su)

At 3rd level, an eliciter adds their persuasive bonus to Sense Motive checks, as well as Will saves against charm and compulsion effects.

Convincing (Ex)

At 9th level, an eliciter may take 10 with any Influence or Sense Motive check if she has ranks in that skill, even if circumstances would normally prohibit this action. She may always choose not to take 10 and instead roll normally. In addition, once per day the eliciter may choose to take 20 on one of these skill checks without taking additional time. She may use this ability twice per day at 13th level, and three times per day at 17th level.

Link (Su)

At 15th level, whenever the eliciter charms or dominates a target (such as through the Enthrall charm from the Mind sphere, the love emotion power, or the domination eliciter class ability), the eliciter may send thoughts and instructions telepathically to that creature. The target may also communicate back to the eliciter via this same telepathic link. The target must be within 60 ft for this ability to function.

Domination (Su)

At 20th level, an eliciter’s may permanently enslave a target’s mind. Once per day as a standard action, the eliciter may make a touch attack against a target and attempt to dominate it. This is a mind-affecting compulsion effect. The target is allowed a Will save (DC 10 + 1/2 eliciter level + Charisma modifier + Persuasive bonus) and on a failed save, the target becomes devoted to the eliciter, gaining a disposition of helpful and obeying any orders the eliciter gives to the exclusion of all other activities except those necessary for survival (eating, sleeping, etc.). The target never obeys obviously self-destructive commands, and is allowed a new save with a +2 bonus to throw off the compulsion if asked to do something against its nature. A DC 25 Sense Motive check reveals the target is under compulsion. The eliciter may only have one target dominated in this fashion at a time; if the eliciter successfully uses this ability to dominate a second target, the first is immediately released from service.

ARCHETYPES

The following archetypes are available to the eliciter

DARK PRESENCE

EMPATHIC DUELIST

FRIGHT WRIGHT

ID

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