Psychology

Spells Gained:
Psychology Philosophers gain all enchantment spells at their lowest level to their formulae list

Mutagen Effect:
An Psychology Philosopher’s mutagen sharpens their social senses and grace, however their body is forcibly dainty. They gain their bonus to Charisma and penalty to Strength. While under the effects the philosopher may speak more eloquently or move with a practiced grace and show reluctance to resort to violence.

At 5th level you passively create subtle aromas which influence those around you. When you fail a diplomacy check by 5 or more a creature’s attitude does not worsen. When using intimidation to cause the shaken condition it lasts for a number of rounds equal to your intelligence modifier.

At 10th level the mutagen grants you an impressive social sense. By focusing as a full round action on a single target within 30ft you may make a sense motive check with a DC of 15 + the creature’s HD to determine their alignment. If the creature is under an enchantment effect, you use the same check with a +10 bonus to notice.

At 15th level creatures are reluctant to attack you. Provided you do not act against them you are treated as being under a constant Sanctuary effect, DC 10 + half your level + Intelligence modifier. The creature need only make this save once, but breaking the sanctuary only applies to the target you were hostile towards.

At 20th level your aroma can now be harnessed much more efficiently. While the mutagen is in effect you may cast charm person, calm emotions, rage, bless, bane, or heroism on a single target within 60ft as a standard action. The DC is the same as the 15th level ability.

Evaluate (Ex):
At 1st level the philosopher knows most mundane mental quirks. They may use intelligence instead of wisdom for sense motive, and gain a +5 bonus to detect enchantments or mental afflictions.

Conditioning (Ex):
At 3rd level the philosopher’s understanding of psychology gives insight to his extracts. Whenever a creature successfully saves against one of his enchantment extracts an extract of the same spell treats its DC as 1 higher. This effect stacks a number of times up to your intelligence modifier. On a failed save the next enchantment extract used has a DC 2 higher, however pass or fail it cannot benefit from this ability again.

Practiced Mind (Ex, Su):
At 6th level you gain a bonus against mind affecting effects equal to your philosopher level. Any allies under the effect of one of your extracts also gain this bonus and may make a second saving throw with this bonus against any such effects afflicting them. When the extract expires any suppressed effects using the latter effect may take hold if their duration is greater than the extract’s.

Manipulation (Su):
At 9th level your extracts now linger persistently in a target’s mind. If a creature willingly takes an extract you may choose to turn your practiced mind bonus into a penalty against your enchantment extracts, or to instead treat the extract as if it was affected by the Extend spell metamagic. If a creature unwillingly is subjected to your extract they must make their saving throw once every increment of the spell to avoid being affecting for that increment if they passed their initial save. If a spell is measured in rounds per level they must make their save every round, a pass means they act normally for that round and failure means the extract takes effect.

Iron Grip (Su):
At 15th level the duration of any enchantment extracts you use have their duration increased by one stage. Durations measured in rounds become minutes, minutes to hours, hours to days, and any extract measured in more than one day becomes permanent. However extracts which become permanent allow a new saving throw every week.