🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Captivator Dedication Feat 2


Archetype​Dedication​
Source Pathfinder Impossible Magic
Prerequisites Charisma +2, trained in Deception or Diplomacy

Your ability to captivate others borders on the preternatural. You're seldom at a loss in social situations, and you can create minor charms or illusions. Choose Deception or Diplomacy. You become trained in that skill or become an expert if you were already trained.

Choose two cantrips from the occult list. Each cantrip must have the illusion trait, mental trait, or both. You can cast these spells as innate occult spells.

Others find you inherently fascinating. You possess a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving enchantments and distracting with illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed on you. Your abilities might have grown over time or manifested more fully after some specific event, but they've likely always been a part of you. As a captivator, you're a potent blend of insight and personal magnetism. This is nothing like mere physical beauty but instead a blend of traits that makes others want to listen to what you have to say.

Captivators come from all areas of the world and all walks of life. A farm boy with the right gifts who's sent to the market every week to hawk his garden's bounty might find himself on the path to becoming a captivator. An urchin, who must extract sympathy from others simply to survive, might become a captivator out of necessity, and a noble, born into a deadly game of luxury and influence, might find themself forced onto the path. Regardless of their background, most captivators use their abilities to advance their station in life, make things easier for themselves, and befriend those who can help them achieve their goals.

Virtuous captivators use their gifts to bring people together. They might talk the would-be tavern brawler into sharing drinks and stories. They might offer encouragement to those facing depression or doubt. They excel in ending conflict as peacefully and efficiently as possible and leave almost everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies and minimize harm to their companions.

Wicked captivators manipulate others to achieve status, wealth, and power. They've no qualms about deceiving anyone or using their magic to cause harm, so long as they get what they want. These captivators are dangerous foes who often seem like friends, tricksters whose charms and illusions make sure they appear neither important nor dangerous. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.

Captivator Dedication Feat 2

Prerequisites trained in Deception or Diplomacy, Charisma +2


Your ability to captivate others borders on the preternatural. You're seldom at a loss in social situations, and you can create minor charms or illusions. Choose Deception or Diplomacy. You become trained in that skill or become an expert if you were already trained.

Choose two cantrips from the occult list. Each cantrip must have the illusion trait, mental trait, or both. You can cast these spells as innate occult spells.

Source: Pathfinder Impossible Magic

Basic Captivator Spellcasting Feat 4

Source: Pathfinder Impossible Magic

Heightened Captivation Feat 6

Source: Pathfinder Impossible Magic

Captivating Intensity Feat 8

Source: Pathfinder Impossible Magic

Countercharm Feat 8

Source: Pathfinder Impossible Magic

Expert Captivator Spellcasting Feat 10

Source: Pathfinder Impossible Magic

Reactive Charm Feat 10

Source: Pathfinder Impossible Magic

Beguiling Aura Feat 12

Source: Pathfinder Impossible Magic

Effortless Captivation Feat 14

Source: Pathfinder Impossible Magic

Master Captivator Spellcasting Feat 16

Source: Pathfinder Impossible Magic

Look Again Feat 18

Source: Pathfinder Impossible Magic


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.