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Social Feats

 

Anonymous (General)

You are forgettable, being able to blend in with crowds. Reduce your Reputation by 1. You do, however, gain a +4 bonus on Disguise checks.

Animal Empathy (General)

You have a special connection with animals.You can use the Handle Animal skill like Diplomacy to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Animal Empathy affects creatures with Intelligence –4 or less normally. You can also use the Bluff and Gather Information skills normally on animals. You don’t actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior.

Special: The Narrator may allow other forms of this feat for interacting with other unusual creatures, such as Machine Empathy, Plant Empathy, Spirit Empathy, Undead Empathy, and so forth. The specifics of using interaction skills with any unusual subjects are left up to the Narrator.

Attractive (General)

You’re particularly attractive, giving you a +4 bonus on Bluff and Diplomacy checks to deceive, seduce, or change the attitude of anyone who might find you appealing.

Challenge (General, Ranked)

Choose a specific challenge (see Challenges in the Introduction). You can pick a standard challenge or one from a skill’s individual description in Chapter 2. For standard challenges, the challenge only applies to a specific task. So, for example, if you choose the Fast Task challenge, you need to specify a task, such as the feint application of Bluff, or making an item with Craft. If you take Calculated Risk, you need to specify the two checks (and the skills used for them), and if you take Simultaneous Tasks, you need to specify the two tasks. Once specified, these things do not change.

You can perform the challenge chosen under this feat with a 5-point lesser modifier than usual. So, for challenges with a –5 penalty or a +5 Difficulty, you perform them like normal checks. For challenges with a greater modifier, you reduce the modifier accordingly. So a character with Fast Feint, for example, can feint in combat as a move action with no Bluff check modifier (since the normal modifier is –5).

You can take this feat multiple times. Each time, it applies to a different challenge.

Connected (General)

You know people who can help you out from time to time. You can call in favors by making a Diplomacy check. It might be advice, information, help with a legal matter, or access to resources. The Narrator sets the Difficulty of the Diplomacy check, based on the aid required. A simple favor is Difficulty 10, ranging up to Difficulty 25 or higher for especially difficult, dangerous, or expensive favors. You can spend a Conviction point to automatically secure the favor. The Narrator has the right to veto any request if it is too involved or likely to spoil the plot of the adventure. Use of this feat always requires at least a few minutes (and often much longer) and the means to contact your allies.

Consummate Professional (General)

You are all business, all the time. Every time you attain a new level, you gain a +4 bonus to your professional check to increase your wealth. In addition, you gain a +2 bonus to Reputation.

Contacts (General)

You have such extensive and well-informed contacts that you can make a Gather Information check in only one minute, assuming you have some means of getting in touch with your contacts. You can take 10 or take 20 on this check (taking 20 requires 20 minutes rather than 1). Further Gather Information checks on the same subject require the normal length of time, as you need to widen your search.

DISTRACT SKILL, RANKED (Expert)

You can make a Bluff or Intimidate check (choose one when you acquire the feat) to cause an opponent to hesitate in combat. Take a standard action and make a skill check against your target’s opposing check (the same skill, Sense Motive, or Will save, whichever has the highest bonus). If you succeed, your target is dazed for one round (defending normally, but taking no action). Targets gain a +1 bonus on checks to resist Distract per attempt against them in the same encounter. You can take this feat twice (gaining the ability to use it with either Bluff or Intimidate).

Expanded Learning (Expert, Ranked)

For each rank you take in this feat you may add an additonal skill to your class skill list.

Fascinate (Expert)

Prerequisite: Trained in the chosen interaction skill

One of your interaction skills is so effective you can capture and hold someone’s attention with it. Choose Bluff, Diplomacy, Intimidate, or Perform. Use a standard action and make a check using the interaction skill against your target’s Sense Motive check or Will saving throw result (whichever has the higher bonus).

If you succeed, the target pays no attention to anyone other than you. You may maintain the effect by taking a standard action each round, for a maximum number of rounds equal to your skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants a new Sense Motive check or Will save. Any obvious threat, such as someone drawing a weapon, automatically breaks the fascination. The fascination ends when you stop maintaining it or the target overcomes it.

You may take this feat more than once. Each time, it applies to a different interaction skill.

Forthright (General)

You abhor deceit and dishonesty, taking a — 2 penalty to all Bluff checks. However, when recognized as a Cirdonian, you gain a +4 bonus to Diplomacy checks. In addition, you gain a +4 bonus to Sense Motive checks.

Great Piety (General)

You are a devout servant of the gods. You gain a +2 bonus on Knowledge (theology and philosophy) checks and a +1 bonus on Will saves.

Greater Inspire (Expert)

PREREQUISITE: CHA +3, INSPIRE

Greater Inspire expands the options available with the Inspire feat. Each time you take this feat, choose one of the following:
Greatness: One subject gains a +2 bonus on attack rolls, damage, saves, skill checks, and power checks.
Heroics: One subject gains a +4 bonus on all saving throws and a +4 bonus to Defense.
Valor: Subjects immediately overcome the effects of fear and gain a +2 bonus to Will saves.
Zeal: Subjects gain a +1 bonus to Strength and Constitution, increase their speed by 10 feet, but take a —4 penalty to Defense.

INSPIRE FORTUNE (General), RANKED

You can inspire your allies to greatness. You must be able to interact and you can affect a number of allies equal to your Charisma bonus. By taking a full-round action and spending a character point, your allies gain a +1 bonus on all attack rolls, saving throws, and checks for the following round. Each additional time you take this feat increases the bonus by +1, to a maximum of +5. You do not gain the inspiration bonus, only your allies do. The inspiration bonus can exceed power level limits, like other uses of character points. Multiple uses of inspiration do not stack, only the highest bonus applies.

Inspire (Expert, Ranked)

Prerequisite: Charisma +1 or higher.

You can inspire others with your presence. You can take this feat multiple times. Each time, you acquire a new type of inspiration. Using any Inspire effect requires a standard action and is considered a use of an interaction skill, even though no skill check is required.

You can affect a number of subjects equal to your rank, and the effects last for a number of rounds equal to your twice your rank. Unwilling targets make a Will saving throw (Difficulty 10 + Inspire rank + your Charisma). You can use any combination of Inspire effects a total of once per two ranks with a minimum of one. You can spend a point of Conviction for an additional use of Inspire that day. Each time you take this feat, choose one of the following effects:

Awe: The subjects are overcome with your presence. They are dazed (taking no action, but defending normally) for one round. On each of the following rounds, subjects can make a Will save (with a cumulative +1 bonus for each save) to shake off their awe and act normally.

Competence: Subjects are better able to focus on the task at hand, gaining a +2 bonus on all skill checks.

Complacency: The subjects let down their guard. They suffer a –5 penalty on Notice and Sense Motive checks. This also counts as a distraction sufficient to hide using Stealth.

Courage: The subjects overcome fear and doubt. They gain a +1 bonus on saves against fear and doubt and a +1 bonus on attack rolls and damage. This bonus increases to +2 when you are at 8th rank, +3 at 14th, and +4 at 20th.

Fear: Subjects are overcome with fear and anxiety. They are shaken and suffer a –2 penalty to attack rolls, checks, and saving throws (except Toughness saves). If the save fails by 5 or more, they are panicked and flee from you as quickly as possible.

Fury: Subjects gain the benefits of the Rage feat but also the normal fatigue when the rage wears off. The rage lasts for the duration of your inspiration (rounds equal to your rank) rather than its normal duration, but so does the fatigue.

Interrogator (Expert)

The character adds his Reputation bonus to Intimidation when attempting to interrogate a suspect by exerting influence on him.FeatsIn addition, you can scare a target so witless that they count as Helpful rather than Friendly.

IMPROVED TRICK (Expert)

You can use Bluff to trick an opponent in combat as a move action rather than a standard action without the usual –5 penalty.

Linguist (General)

A linguist has a unique gift of gab. They know a number of additional languages equal to their level. This does not apply to dead or exotic languages

Low Profile (General)

You’re less well known than you might be. Reduce your Reputation score by 3 each time you acquire this feat. Your Reputation cannot decrease below +0.

Mass Suggestion (Expert)

Prerequisite: Suggestion.

You can make the same suggestion simultaneously to any number of subjects you have already fascinated (see the Suggestion feat). You must make the same suggestion to everyone.

OATHBOUND (General)

You swear undying allegiance to a person, group, organization, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.
Prerequisites: At least one declared allegiance.
Benefit: Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.
Special: You cannot apply the benefits of this feat to multiple allegiances. If you break your oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance.

Skill Mastery (Expert, Ranked)

Choose two of your known skills. When making checks with those skills, you can take 10 even when distracted or under pressure. This feat does not allow you to take 10 with skills that do not normally allow you to do so. You can acquire this feat multiple times. Each time you do, choose two other known skills to master.

Smart Ass (General)

Gain a +2 bonus to Bluff checks. If you have the Taunt feat, the shaken effect remains for a number of rounds equal to your positive Charisma score (minimum 1 round).

Suggestion (Expert, Ranked)

Prerequisite: Fascinate (for the same skill).

You can use an interaction skill to plant a suggestion in the mind of a subject you have fascinated (using the Fascinate feat). This works like a use of the Suggestion power (see Chapter 4), except you must interact with the target.The Difficulty of the target’s Will save is 10 + Suggestion rank + your Charisma score.

Well-Informed (Expert)

You are exceptionally well informed. When encountering an individual, group, or organization for the first time, you can make an immediate Gather Information check as a reaction to see if your character has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks to determine the level of information you gain, and the guidelines for Knowledge checks for the sorts of questions you can answer. See Chapter 2: Skills for details. You receive only one check per subject, although the Narrator may allow another upon encountering the subject again once significant time has passed.

Reputation Qualities

Not all reputations are created equal. Some may have a reputation for honest dealings while another hard-bitten character has a menacing reputation that leaves them quaking in their boots. Narrators wanting to differentiate between these sorts of reputations may implement the option of Reputation qualities. These are specialized feats associated with a character’s Reputation. A characters total Reputation bonus is limited by their character level.

Convincing (General, Ranked)

You’re known as trustworthy (whether that reputation is deserved or not). On a successful Reputation check, you can add half your Reputation bonus to your Bluff skill checks, although a failed Bluff check with a particular character may result in you losing this bonus against them in the future.

Diplomatic (General, Ranked)

You’re known for your open and honest dealings. On a successful Reputation check, you can add half your Reputation bonus to your Diplomacy skill checks.

Excellence (General, Ranked)

You’re known for a particular skill, chosen when you acquire this feat. For every three ranks you have in the skill, you gain a +1 bonus on Reputation checks with people who may recognize your expertise.

Influential (General, Ranked)

Your reputation opens doors. On a successful Reputation check, you can add half your Reputation bonus to your Gather Information skill checks.

Menacing (General, Ranked)

Your reputation intimidates people. On a successful Reputation check, you can add half your Reputation bonus to your Intimidate skill checks.

Renown (General, Ranked)

You’re especially well known (famous or infamous, depending on who you’re dealing with). Each time you acquire this feat, increase your Reputation bonus by +3.

Duel of Wits (all are Ranked Feats)

Duel of Wits are ranked feats that bestow a bonus to a characters skill checks in a social situation. Most operate by give you our opponent a + or - 4 to their next roll in the argument. A Duel of Wits skill is done in conjunction with any regular skill check made in an argument. A Duel of Wits skill may only Defend or Counter what is listed in its description.

Example: If a character wishes to use Rebuttal in an argument they first will let their opponent make a point, or dismissal, then you refuse their state with one of your own. For a Rebuttal you divide your bonus amongt a defense and a attack. You gain +4 bonus per rank to allocate as you wish. For the Defense you roll 2d10 + (Rebuttal bonus) against your opponents Point or Dismissal attack if you roll higher, add the difference as a bonus to your attack, if you get lower take the difference as a penalty on you attack. Then for your attack you roll 2d10 + Rebuttal bonus + the difference of you defense, this is rolled as a Point. The total of a Rebuttals attack is subtracted from a opponents Argument roll, just like a Point.

Defending Against a Duel of Wits: If you choose to defend against a Duel of Wits you roll 2d10 + (ability score of skill being used with the Duel + appropriate Duel of Wits rank x 4 ), if you win the the defense you have successfully negated the effects of their Duel, and gained the difference as a bonus on your next roll in the argument. If you fail the Defense you suffer the difference of the roll as a penalty to your next roll in the argument.

Countering a Duel of Wits: If you choose to use a Duel of Wits to Counter another, appropriate, Duel of Wits you roll 2d10 + (ability score of skill being used with the Duel + appropriate Duel of Wits rank x 4), this is similar to defending in that you gain the difference as a bonus to your next roll as a bonus on your next roll in the argument, however you still suffer full effects of your opponents Dueling skill. If you fail the Counter you suffer the difference of the roll as a penalty to your next roll in the argument.

Hesitate: You may choose to forgo a round of argument to negate the effects of an opponents dueling skill, but if you do this you forgo valueable time, while your opponent may be making ground.

Argument: The class skill that is rolled as part of the Duel, usually modified by the results of the Duel.

Avoid the Topic

Roll: (Appropriate skill or (Avoid the Topic +4/Rank), whichever is used in the given Duel)

Defends Against: All maneuvers except Dismiss

Special Requirements: The speaking player must veer off topic, even to the point of sounding desperate or ridiculous.

Effects: Avoid the Topic action allows the player to defend himself against most attacks. Avoid automatically beats Feint and Rebuttal; it does not work against Dismiss.

Dismiss

Roll: Appropriate Skill

Defends Against: Nothing

Countered by: Rebuttal

Special Requirements: This maneuver is used for the cataclysmic and undeniable conclusion of an argument. If a character fails to win the duel via his Dismiss action, he must delay from his next duel of withs.

Effects: Scripting a Dismiss adds (+2 x Rank )to the dueling argument skill as the character loudly declares that his opponent knows absolutely nothing about the topic at hand and, furthermore, he’s a fool and a dullard and shouldn’t be listened to any further! Dismiss total is subtracted from his opponents Rebuttal, remaining points are subtracted from any later Duel.

Feint

Roll: Appropriate Skill

Counters: Rebuttal

Defends Against: Obfuscate

Special Requirements: Feint only works against Rebuttal or Obfuscate. If rolled against a Rebuttal, the Feinting player may speak first, offering his dummy point. Once his opponent’s Rebuttal is in progress, he may interrupt and state his real point.

Effects: Using a Feint, the speaker leads his opponent on into a trap. He lures him to think he is discussing one point, until his hidden barb is revealed. Feints automatically counter Rebuttals—no defense is allowed, nor is the riposte. No roll is necessary. This is an automatic effect of the Feint. The Feinting character is then allowed to make a Point against the defender. With a opposed roll of the appropriate argument skills. The character gains a (+2 x Rank) bonus on their Feinting Argument roll.

Rolled against Obfuscate, the Feinter’s skill is tested twice, with both rolls added together. .

Incite

Roll: Diplomacy, Intimidation, Appropriate Knowledge, Perform (Oratory), Bluff or Command

Counters: Nothing

Defends Against: Nothing

Special Requirements: The speaking player must pronounce an outright insult to his opponent.

Effects: With an acid tongue and biting wit, a character may attempt to distract or dismay his opponent. Roll the argument skill versus 10 + the victim’s Will. Success causes the victim to take a penalty equal to (-2 x Incite Rank) on his next argument roll, and the attitudes of everyone around him lowers by one step. If the victim hesitates that round, he misses his next action as well. However, if the Incite fails, the margin of failure is added to the opponent’s next argument roll.

Obfuscate

Roll: Diplomacy, Perform (Oratory), Appropriate Knowledge, Bluff

Counters: Everything, but Feint

Defends Against: All except Feint

Special Requirements: The player attempting to Obfuscate must present some non sequitur or bizarre, unrelated point in an attempt to confuse or distract his opponent. Obfuscate is spoken while your opponent is speaking.

Effects: This action forces a versus test between the two characters’ appropriate argument skills, not Dueling skills. If the Obfuscator wins, the victim of this tactic loses his current action. If the Obfuscator exceeds his opponents roll, which is likely, his opponent suffers (-4 x Rank) to their next argument roll. If the Obfuscator loses the versus test, his opponent gains (+2 x your dueling skill rank) to his next action.

Huh? Obfuscate is similar to Incite, but instead it tests skill vs skill. If the Obfuscator wins, he’s given his opponent pause for a moment. Note that this maneuver can stop a Dismiss action.

Point

Roll: Appropriate Skill

Counters: Feint, Obfuscate, Incite

Countered by: Rebuttal, Avoid the Topic

Effects: This is the main attack of the verbal duelist. Testing his dueling skill, Points total is subtracted from the opponent’s argument. This is the way to win debates! Totals from Avoid or Rebut subtract from Point. The character gains a (+2 points x Rank) bonus on their Point roll to counter, the difference is then subtracted from the opponents argument.

Rebuttal

Roll: Appropriate Skill

Counters: Point, Dismiss

Countered by: Feint

Defends Against: Read description

Special Requirements: The player first lets his opponent make a Point (or Dismissal). He then refutes the arguments made while making a fresh attack.

Effects: The Rebutting player divides his skill between defending his point and attacking his opponent’s, and his opponent must do the same with his dueling skill Before any dice are rolled, choose how much is to be used to defend and how many will be used to riposte. Totals of the defense roll are subtracted from the opponent’s Point or Dismiss roll. Totals on the attacking half of a Rebuttal act as a Point. The character gains a (+4 x Rank) bonus to use on their Rebuttal rolls.

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Seth Blevins