Old World» Telempathic Projection
Type
Telepathy; charm, mind-affecting
Display
Visual
Manifesting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Target
One creature
Duration
1 min./level
Saving Throw
Will negates
Cost
1 pp (A)

You alter the subject’s emotional state, adjusting its attitude toward you by one step on either the love or fear axis.

If you make the subject more favorably disposed toward you (e.g., making an unfriendly creature indifferent, or a hostile creature unfriendly), you gain a +4 bonus on your Bluff, Diplomacy, Perform checks involving the subject. (This bonus also applies to your allies or other creatures which are favorably associated with you, provided that this association is known to the subject.) If you make the subject less favorably disposed toward you, you incur a −4 penalty on the same checks.

If you make the subject more impressed with you (e.g., making a disdainful creature unimpressed, or an intimidated creature awed), you gain a +4 bonus on your Intimidate checks involving the subject. If you make the subject less impressed with you, you incur a −4 penalty on the same checks.

In all cases, adjusting a subject’s attitude toward you, on either axis, away from the neutral attitude also grants you a +2 bonus on Sense Motive checks involving the subject. (Adjusting the subject’s attitude toward the neutral attitude neither grants a bonus nor imposes a penalty on such checks.)

A creature of a different type from you (e.g., an animal, magical beast, monstrous humanoid, etc.—assuming that you are a humanoid) gets a +2 bonus on its save against this power. A creature of a very different type (e.g., an elemental or aberration) gets a +4 bonus on its save.

The precise consequences of successfully affecting a creature with this power depend greatly on the resulting attitude of the subject. (For example, if you use this power to make a creature friendly toward you, the charm person spell offers some guidance on how the subject’s behavior may be affected by this.)

If you (or others) behave in a manner that is inconsistent with the adjustments you’ve made to the subject’s attitude, the subject immediately gets a new saving throw against this power; success means that the subject shakes off the power’s effects. (For example, if you use this power to make the subject disdainful of you, but then the subject observes other characters treating you with awed reverence, he will suspect something amiss, and will be entitled to a new saving throw.)

Augment

You can augment this power in any of the following ways.

  1. You can manifest this power with a range of touch, which causes the target to take a −2 penalty on its saving throw. (When you manifest the power in this way, it affects only the touched creature, and you cannot augment it to affect multiple targets.)
  2. For every 4 additional power points you spend, you can adjust the subject’s attitude by one additional step.
  3. For every 2 additional power points you spend, you can affect one additional creature. (All targets must receive the same adjustments, although the effects on different subjects may differ, depending on each subject’s initial attitude.)
  4. If you spend 4 additional power points, this power’s duration increases to 1 day/level.
  5. If you spend 2 additional power points, you can affect the subject’s attitude toward another creature (or organization, group, race, etc.), rather than toward yourself. This must be a creature (or group, etc.) that is well known to the subject or one which is in the subject’s presence when you manifest the power; otherwise, the power fails automatically.
  6. If you spend 4 additional power points, you can affect the subject’s attitude toward either an object or a location, rather than toward any creature or group of creatures. (Strong attitudes toward an object or location generally cause a subject to either seek out or avoid that thing or place—as appropriate for the subject’s attitude—taking reasonable actions in service of that goal.) This must be an object or location that is well known to the subject or one which is in the subject’s presence when you manifest the power; otherwise, the power fails automatically.

Additionally, for every 2 power points you spend on any of the above augmentations, this power’s save DC increases by 1. (At your option, you may spend power points, at the same rate, to increase this power’s save DC only, without making any other modifications.)