The domineer dominates the minds of creatures with his mere gaze.
The domineer is an archetype of the psychic class.
Dominating Gaze (Su)
At 1st level, a domineer gazes outward, hoping to capture the mind of an unfortunate creature. With a range of 30 feet, the domineer can dominate a creature of a hit dice the same level as his psychic level. The target is dominated for 1 round unless they make a successful Will save (DC 10 + half the psychic’s level + his Intelligence modifier). After a creature has made a save, it is immune to the effects of this ability for 1 minute. While the domineer is dominating a creature, his own body falls unconscious and helpless, if his body is killed, the domineer returns to his body dead.
At 3rd level, this ability can be augmented in one or more of the following ways.
- For every point from his phrenic pool that the domineer spends, this ability can affect a target that has Hit Dice equal to his psychic level + the additional points.
- For every point from his phrenic pool that the domineer spends, he increases the duration of the effect by 1 round.
Additionally, for every two points spent on either of the above options, this ability’s save DC increases by 1.
This ability replaces telekinetic hurl.
Force of Will (Su)
At 6th level, a domineer can send thoughts and instructions telepathically to any creature within 60 feet that he has charmed or dominated as though he shares a common language. At 11th level, affected creatures can communicate back to him via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against a charm or dominate effect is still affected for 1 round if the effect has a duration greater than 1 round.
This ability replaces telekinetic combat.
Charming Smile (Sp)
At 9th level, a domineer can cast charm as a swift action, with a DC of 10 + half of the psychic’s level + his Intelligence modifier. He can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to his psychic level. The rounds do not need to be consecutive, and he can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
This ability replaces improved telekinetic combat.
Infectious Charms (Su)
At 13th level, anytime a domineer targets and successfully affects a single creature with a charm effect and that creature is within 30 feet of another opponent, his charm has a chance of affecting the second creature as well. As a free action, once per round, immediately after affecting a creature with a charm effect, he can cause the charm to carry over to the nearest creature within 30 feet. The charm behaves in all ways as though its new target were the original target of the effect.
This ability replaces full attack telekinesis.
Anything to Please (Su)
At 15th level, a domineer can compel a creature within 30 feet to attempt to please him as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks his enemies for 1 round, gives him its most valuable item, or drops prone at his feet and grovels for 1d4 rounds (GM’s choice). He can use this ability once per day at 15th level and one additional time per day for every two levels beyond 15th. This is a mind-affecting effect and counts as a charm effect.
This ability replaces improved violent thrust.
Adoration (Su)
At 17th level, as an immediate action, a domineer can attempt to thwart a melee or ranged attack that targets him. This ability functions as sanctuary, but only against one individual attack. He must use the ability after the attack is declared but before the roll is made. The creature attacking him receives a Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) to negate this effect. If a creature has more than one attack, this ability affects all attacks but may attack a creature other than the domineer (if able). He can use the ability a number of times per day equal to 3 + his Intelligence modifier. This is a mind-affecting effect.
This ability replaces fling skyward.