Captivator

All archetypes

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

  • archetype

  • dedication

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

  • archetype

Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you rather than as a product of training. Choose a 1st-rank occult spell that has the illusion or mental trait. You can cast this spell as an innate occult spell. At 6th level, you gain a 2nd-rank occult spell, and at 8th level you gain a 3rd-rank occult spell. These spells must also each have either the illusion or mental trait.


Source: Pathfinder Impossible Magic

Heightened Captivation Feat 6

  • archetype

  • spellshape

Frequency once per day


You can infuse your charms and illusions with more power. If your next action is to cast a non-cantrip spell granted by captivator archetype feats that's at least 1 rank lower than your highest-rank non-cantrip captivator spells, that spell is heightened to the highest rank of captivator spell you can cast.

Source: Pathfinder Impossible Magic

Captivating Intensity Feat 8

  • archetype

Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each innate occult spell granted by captivator archetype feats one additional time per day, except for your two highest-ranked captivator spells.


Source: Pathfinder Impossible Magic

Countercharm Feat 8

  • archetype

Trigger A creature Casts a Spell with the illusion or mental trait.

Requirements You must have a non-cantrip innate captivator spell with the same trait.


Your charms and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe casts a spell with the illusion or mental trait and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell with the same trait as the triggering spell as if you had cast the spell. You then attempt to counteract the triggering spell.

Source: Pathfinder Impossible Magic

Expert Captivator Spellcasting Feat 10

  • archetype

You learn more powerful spells to enchant and deceive. You learn a 4th-rank occult spell. At 12th level, you learn a 5th-rank spell, and at 14th level, you learn a 6th-rank spell. These spells must each have either the illusion or mental trait. You cast these spells as innate occult spells. You become an expert in the spell attack modifier and spell DC statistics.


Source: Pathfinder Impossible Magic

Reactive Charm Feat 10

  • archetype

Frequency once per day

Trigger You are the target of a spell or attack.


You're so charming and distracting that when pressed, you can cast a simple charm in time to foil an attacker. You can cast one of your innate 1st-rank spells with the mental trait that normally takes two actions or fewer to cast as a reaction. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions for its attack or spell (for instance, if you charm the attacker, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.

Source: Pathfinder Impossible Magic

Beguiling Aura Feat 12

  • archetype

  • aura

  • mental

  • visual

Frequency once per hour


You channel your manipulative magic to subtly give off mental signals that either drive enemies away or draw them closer. You gain a 30-foot aura that lasts for 1 minute. When an enemy within your aura fails a saving throw against one of your innate captivator spells, you can also have them Step in a direction of your choice, though they must remain within your aura. You can't choose to have a creature Step into hazardous terrain, off a ledge, or the like.

Source: Pathfinder Impossible Magic

Effortless Captivation Feat 14

  • archetype

Trigger Your turn begins.


You maintain your innate charms and illusions with hardly a thought. You Sustain an innate captivator spell.

Source: Pathfinder Impossible Magic

Master Captivator Spellcasting Feat 16

  • archetype

You master the most powerful spells that enchant and deceive. You learn a 7th-rank occult spell. At 18th level, you learn an 8th-rank spell, and at 20th level, you learn a 9th-rank spell. These spells must each have either the illusion or mental trait. You cast these spells as innate occult spells. You become a master in the spell attack modifier and spell DC statistics.


Source: Pathfinder Impossible Magic

Look Again Feat 18

  • archetype

  • spellshape

If your charms or illusions fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate spell with either the illusion or mental trait and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you lose the spell. After this second casting, you lose the spell whether it affected any targets or not, and you can't use Look Again until your next daily preparations. Look Again works only with spells that can affect creatures or require a target and doesn't do anything if you cast the spell with no targets or creatures in the area.


Source: Pathfinder Impossible Magic

Captivator Feats