Your demeanor can sway even your worst enemies.
Prerequisites: Diplomacy as a trained skill, 6th level
Benefit: Once per [Encounter], as a standard action, you can cause target creature within [Close] range to become charmed. Whenever a charmed creature would use an offensive action against an ally, the charmed creature must make a Will save. A successful Will save (DC 10 + 1⁄2 your level + your Charisma modifier) allows the charmed creature to use that offensive action as normal and renders the creature no longer charmed; a failed save means the charmed creature cannot use an offensive action against you or your allies for one [Round]. A charmed creature remains charmed until the end of the [Encounter] or until you or an ally use an offensive action against it (this ability and its effects are not considered offensive actions for this purpose).
Once per social encounter, instead of making a social skill check, you may Charm a member of an opposing party. That creature cannot use the Intimidate skill until the end of the social encounter. Additionally, until the end of social encounter, whenever that creature attempts to leave the social encounter, it must make a Will save (DC 10 + 1⁄2 your level + your Charisma modifier). A successful Will save allows the creature to leave the social encounter. A failed Will save prevents the creature from attempting to leave the social encounter until you make a skill check or a demand against it. A successful Will save (DC 10 + 1⁄2 your level + your Charisma modifier) negates this effect.
All effects of this feat are [Mind-affecting].