Magic-users who are able to charm their way into other people’s hearts, for better or for worse. This is usually magically assisted, even for the simplest of persuasions.
Prerequisites: Level 6+, Luck 5+, Deception or Persuasion trained, Spellcasting
Class Abilities
Magically Silver Tongue
Enchanters can sacrifice MP equal to the spell level they’re willing to cast this ability at (from level 1 to 5). This grants a bonus on a Deception or Persuasion check you are about to make equal to double the spell’s level (minimum of +2, maximum of +10). Using this ability only takes a swift action.
If the character is unable to cast spells, instead this is only usable once per day and can only be used to gain the minimum effect of +2.
Sleight of Spell
When making an attack with a spell that has Adjacent Enemy as the target, you can make a Deception roll against the target’s Mental Defense similarly to a Feint. On a successful Deception check the target of the spell is unaware of the spell being cast by you, however they are aware of the spell being cast if it deals damage to them, just not the origin. This can be used once per encounter.
Otherworldly Influence
You can make Deception and Persuasion checks against even those who cannot understand the language you’re speaking in. This includes monsters.
Expeditious Enchants
As a swift action you are able to apply 1d5 points of any arcane element (except sonic or arcane) as bonus damage on a weapon you or an adjacent ally is wielding. This lasts for a number of rounds equal to your Luck, and the damage dealt bypasses Soak.
Disenchanting Aura
All enemies within a 6 square radius around you are unable to make Deception or Persuasion attempts so long as they remain within 6 squares of you. In addition to this, magically enchanted weapons and armor are considered mundane in the aura.
Take a Kneel
On a successful Persuasion (Intimidate) check those affected are forced to either drop prone, or take a -5 to Defense/Avoid until the end of the next round.
Overwhelming Presence
Enemies attempting to attack you while you are conscious and you have made a Deception or Persuasion attempt within the last hour take your level as a penalty to hit.
Resist Influence
You receive a +5 bonus to Mental Defense against any Deception or Persuasion checks made against you. This also adds to DCs relating to these two skills if it doesn’t apply against Mental Defense.
Unity
Allies within 6 squares of you gain the bonuses granted from Resist Influence.
Master of Influence
On Deception and Persuasion checks you can choose to either reroll ones or cause both 9s and 10s to explode (but not both at the same time).