Scholarly Talent Tree

Looking deeper into any subject and trying to learn as much information as you can about it, a researcher's work is never done trying to decipher new information throughout the world.

***Savant (Ex):*** Select a single class skill that you possess that utilizes Intelligence, Wisdom, or Charisma as it's modifier. The hero must have ranks in the skill if it is Trained Only. The hero gets to add a bonus equal to half of his or her class level when making checks with that skill. A Hero can take this talent multiple times; each time it applies to a different skill.

***Know the Ropes (Ex):*** Select a single class skill that utilizes Wisdom or Charisma as it's modifier, the hero can now use Intelligence instead of that skill's normal ability modifier to determine the bonus he or she gains. This can be selected multiple times, each time it applies to a different skill.

***Great Knowledge (Ex):*** The Hero selects a number of knowledge topics equal to its intelligence modifier. The hero gains a +3 bonus to each of these. This can be selected multiple times, selecting different knowledge topics each time.

***Appraisal Expert (Ex):*** Gain a +3 bonus to Appraisal checks. This bonus increases by an additional +3 at levels 8 and 16.

***Computer Whiz (Ex):*** Gain a +3 bonus to Computer Use checks. This bonus increases by an additional +3 at levels 8 and 16.

***Improved Computer Whiz (Ex):*** Your bonus to computer use increases by a further +2 when attempting to bypass computer security or defend your own computer's security. In addition, the -5 penalty to identify you when covering your tracks is increased by an amount equal to your intelligence modifier. You must possess Computer Whiz as well as 1 additional talent to select this.

***Advanced Computer Whiz (Ex):*** When trying to fix a program, it takes 1/2 of the normal amount of time to do so, and you gain your bonus to bypass computer defenses when trying to operate a remote device. When your computer crashes, you can restart it in half of the normal time. In addition you impose a penalty to computer use checks equal to your intelligence modifier on top of the usual -4 penalty (Maximum -10) when you destroy or damage someone's programming. You must possess Computer Whiz and Improved Computer Whiz as well as 2 additional talents to select this.

***Master Crafter (Ex):*** Gain a +3 bonus to craft checks. This bonus increases by an additional +3 at levels 8 and 16.

***Multi-lingual (Ex):*** Upon selecting this you can select three languages to read or write. This can be selected multiple times.

***Great Linguist (Ex):*** Gain a +3 bonus to Linguistics checks. This bonus increases by an additional +3 at levels 8 and 16.

***Improved Great Linguist (Ex):*** Upon selecting this, you gain a +4 bonus to decipher secret messages in any language you know. You gain half of this bonus to decipher secret messages in languages you don't understand. You must possess Great linguist to select this.

***Investigator (Ex):*** Gain a +3 bonus to investigate checks. This bonus increases by an additional +3 at levels 8 and 16.

**Outwit**

Upon selecting this talent, you gain the ability to put skill ranks in the secret intelligence skill Outwit (Int). Outwit is a unique intelligence based skill that can only be utilized by creatures that select this talent, and the Outwit skill becomes a class skill for you after selecting this.

**Outwit (Int)**

Through using quick thinking and fast action, you can outwit your opponent’s defenses and take them down with less effort. Think smarter, not harder.

When using outwit, you make an Outwit check against a creature that you can see as a standard action and make an outwit check against the creature’s CMD. The creature adds it’s intelligence bonus as a bonus to it’s CMD. If successful the hero can outwit one of the enemy’s abilities. The hero must know the creature is capable of such a thing and must make a proper knowledge check or sense motive check to know what the creature’s capabilities are, or must see them in real time and be able to identify the ability that the hero wishes to counter. Because of this the hero cannot usually counter abilities that cannot be seen, such as an ability that the enemy has yet to use, such as the ability to not get lost in a maze or

*Quick Thinking:* A creature can as an immediate action make an outwit check against the saving throw DC or attack roll of an enemy. If successful the creature gains a +4 bonus to it’s saving throw or armor class against that particular attack.

Certain abilities have different effects or DC modifiers as seen below. Once it has been outwitted, a creature cannot be effected by outwit again for 24 hours.

*Skill:* When a skill has been outwitted, the creature suffers from a -2 penalty to skill checks of the selected skill for every 5 points the DC was beaten by. In addition the creature cannot use the skill in a combative manner such as being able to bluff to feint, use knowledge to gain the upper hand on an opponent, use outwit yourself, use disable device to damage a vehicle, or intimidate an enemy. Effects like using stealth to hide or knowledge to identify something can still be done, only ones that can be used against someone in a combative manner cannot be used. This lasts for a number of rounds equal to the hero’s intelligence modifier.

*Feat:* When a feat has been outwitted, the creature cannot utilize the effects of the feat for the duration of the Outwit. This cannot outwit abilities such as toughness which grant extra total hitpoints, but can outwit things such as heroic surge, stunning fist or vital strike, but it can also outwit feats like skill focus or weapon focus that grant bonuses to specific kinds of d20 roll. When outwitted, the creature cannot use that ability for 1 round per point in the hero’s intelligence modifier.

*Racial Ability:* When a racial has been outwitted, the creature cannot utilize the effects of the ability for the duration of the Outwit. This cannot outwit racial abilities such as a bonus to an ability score, however it can outwit racial skill bonuses (In with it negates all of the bonuses granted by the race or racial archetype, or it can also negate any special abilities that the creature may possess from it’s race, with each ability needing to be selected individually. When outwitted, the creature cannot use that ability for 1 round per point in the hero’s intelligence modifier.

*Talent or Class Feature:* When a talent or class feature has been outwitted, the creature cannot utilize the effects of the talent or class feature for the duration of the Outwit. This cannot outwit abilities such as spellcasting, but can outwit specific spells or abilities from being utilized or any sort of talent the creature may possess. If the talent grants damage reduction, an immunity, or energy resistance it uses the rules below instead. When outwitted, the creature cannot use that ability for 1 round per point in the hero’s intelligence modifier.

*Damage Reduction:* When outwitting damage reduction successfully, it counts your weapon as the damage type for the purpose of overcoming damage reduction and piercing their defenses, but does not do so for any other purpose such as an opponent taking additional damage or suffering unique effects from a specific type of weapon. If the outwit check is successful, the creature’s damage reduction is cut in half and it is lowered by 1 for every 5 points the DC was beaten by. This lasts for 1 round. This has no effect on a creature with Damage Resistance, but works normally on Universal Resistance.

*Energy Resistance:* When outwitting Energy resistance successfully, If the outwit check is successful, the creature’s energy resistance is cut in half and it is lowered by 2 for every 5 points the DC was beaten by. This lasts for 1 round. This has no effect on a creature with Damage Resistance, but works normally on Universal Resistance.

*Immunity:* When outwitting an ability that grants immunity, it cannot be outwitted if it is granted by a racial ability, template, or item, however immunity granted from feats, talents, or class abilities can be negated for 1 round on a successful check.

The following is a table denoting the modifiers to the check DC when trying to outwit specific abilities.

 Feat
 Racial ability
 Talent or class feature
 Damage Reduction
 Energy Resistance
 Immunity

**Try Again?**: Yes. The Outwit skill can be attempted again, however not on the same creature. A creature can only be effected by outwit from you once per 24 hours.

**Special**: You can’t take 10 or take 20 on outwit checks.

Any feat or ability that grants a bonus to knowledge checks can be selected to instead grant a bonus to Outwit checks.

The focused feat grants a +2 bonus to outwit checks.

A creature with at least 5 ranks in knowledge tactics gains a +2 synergy bonus to the outwit skill.

A creature with the Wise, The Professor, The Geek, The Nerd, The Journalist, The Leader, or the Mentor racial archetypes gain a +2 racial bonus to outwit checks whenever they gain access to this skill.

**Time**: An Outwit check is either a standard or immediate action depending on the type of outwit check made.