Force of Personality Talent Tree

You have a powerful personality which aids you in your skill checks.

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

***Deception Stunt (Ex):*** When a hero with this talent lies, it creates fabrications so convincing that others treat them as truth. When a hero with this talent successfully uses the Bluff skill to convince someone that what it is saying is true, if that individual is questioned later about the statement or story, that person uses the hero’s Bluff skill modifier to convince the questioner, rather than its own. If its Bluff skill modifier is better than the rogue’s, the individual can use its own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the hero’s level + the hero’s Charisma modifier. You must possess master of deception to select this talent.

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

***Diplomatic Stunt (Ex):*** Once per day, the hero can roll two dice while making a Diplomacy check, and take the better result. It must choose to use this talent before making the Diplomacy check. A hero can use this ability one additional time per day for every 5 levels it possesses. You must possess Expert Diplomat to select this talent.

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

***Quick Disguise (Ex):*** A hero with this talent can use the items at hand and seemingly innocuous material hidden on its person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the hero to alter its appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female hero wants to disguise itself as a male of a different race, that takes 2 minutes.

#### Table: Disguise Functions & Time

 Disguise as a different gender
 Disguise as a different race
 Disguise as a different age category
 Disguise as a different size category

You must possess master of Disguise to select this talent.

***Disguise Stunt (Ex):*** The Hero can attempt to replicate abilities belonging to other people when disguised. Whenever making a disguise check to pretend to be someone else, you can attempt to replicate the effects of a talent from another class that you do not possess. Your disguise must beat a DC of 25. If successful you can select a single talent from another class that you would qualify for if you had levels in that class. If it’s an ability with a limited number of uses, it can only be used once per day. This ability can be used once per disguise, but never more than a number of times per day equal to your charisma modifier. You must possess Master of disguise and quick disguise to select this.

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

***Animal Trainer (Ex):*** Any animal that the hero trains can learn an additional number of tricks equal to the hero’s charisma modifier. If the hero possesses an animal companion, the companion gains +1 hitpoints per hit dice.

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

***Intimidating Glare (Ex):*** The hero can make an Intimidate check against one adjacent foe as a move action. If the hero successfully demoralizes its opponent, the foe is rattled for 1d6 rounds + 1 round for every 5 points by which the hero’s check exceeds the DC. The hero must possess the intimidating presence talent to select this.

***Intimidating Stunt (Ex):*** Once per day, the hero can roll two dice while making an Intimidate check, and take the better result. It must choose to use this talent before making the Intimidate check. A hero can use this ability one additional time per day for every 5 levels it possesses. You must possess Expert Diplomat to select this talent. The hero must possess the intimidating presence talent to select this.

***Absolute Fear (Ex):*** Once per day the hero can make an intimidate against an enemy that is already effected by a fear effect. If successful the fear goes to the next step for the remainder of it’s duration and the enemy takes 1d4 sanity damage on a failed will saving throw DC: 10+ ½ level+ Charisma modifier. The Hero must possess the Intimidating Glare talent to select this.

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

***Renown (Ex)*:** The hero becomes known for deeds and abilities throughout the land. This renown grants it favorable treatment in civilized company and lends it an air of menace while facing down its enemies. The hero can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger town or city. It must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, all NPCs in the community have a starting attitude toward it that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While it gains renown in an area, it also spreads rumors and tales about its heroic deeds. Once it has gained renown in a community, it gains a +4 circumstance bonus on Intimidate checks against its foes or those who would wrong it. This bonus applies only while it is near the community in which it has gained renown; it must be within a number of miles equal to its character level. A hero can hold renown in a number of communities equal to it’s charisma modifier. If it gains renown in a community after having reached it’s maximum, it must decide which one of its previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC has not heard any tales about the hero, or a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

***Safe House (Ex)*:** The Hero can establish a safe house in its area of renown, and it can change it every time it changes its area of renown. If the hero doesn’t have the renown talent, it can still select this talent and place the safe house in a single location to which it has access, but it can never move the safe house from its initial location until it gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per level. The safe house can be arranged any way the hero likes and it can be part of a larger building, like a secret room or an underground cave.

***Loyal Aid (Ex)*:** The Hero gains the service of a number of loyal allies who can help it gather information, cover for it, or perform minor tasks. Inside its area of renown, a Hero with this talent gains a bonus on Diplomacy checks to gather information equal to half its Hero level. In addition, if the Hero wants, it can task its friends to help cover for it by spreading false tales of his location and activities to others. This has the effect of increasing the DC of Diplomacy checks to gather information about the Hero and Survival checks to track it by an amount equal to its hero level. This lasts for 1 day, and can be used only once per week. Finally, once per day, the Hero can ask its allies to perform a minor task for it. This usually involves delivering a message, purchasing a piece of mundane gear with a DC of 8 or less (which the Hero must pay for), or retrieving an object owned by the Hero (that would be easily accessible by the ally). This task might take other forms as well, subject to GM discretion, but can never involve combat or danger. A Hero must possess the renown talent to select this one.

***Great Renown (Ex)*:** The Hero is known on a broader scale. The hero can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The circumstance bonus on Intimidate checks from his renown social talent increases to +6. A Hero must be at least 7th level and have the renown talent to select this talent.

***Incredible Renown (Ex)*:** The Hero is incredibly famous. It can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The circumstance bonus to Intimidate from its great renown talent increases to +8. A Hero must be at least 11th level and have the great renown talent to select this talent.

**Seduction**

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

*Seduction (Cha):* Seduction and charm are utilized to draw creatures away and lead them astray from their goals in some way, or in a manner which allows the seducer to attain their own goals. Seduction comes in many forms, be it the allure of power or sexual interaction. Seduction is similar to bluff as it involves misdirection and divulging what the target wants to hear, but is similar to diplomacy in that it attempts to arrive at a peaceful and beneficial end. Seduction checks can be made in the following ways.

*Beguiling Gift:* A creature can use the Seduction skill to entice another creature and attempt to cause it to take something from you or give you something. The creature makes a seduction check against a DC of 10+ ½ level+ Wisdom modifier. If successful, you can attempt to give a small object to the creature, or potentially get it to give you something on it’s person. This cannot be something that the person wouldn’t normally part with, nor can it be something that the character wouldn’t normally accept as a gift and cannot be something obviously dangerous such as a grenade. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a drink consumed, a ring put on a finger, and a weapon held in a free hand. If the target is physically unable to accept the object, the effect fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a poisoned food or drink difficult to be rid of. When receiving an item, this can be used to get fingerprints, a DNA sample, or other various options by receiving a mundane item from the creature. Alternatively you can attempt to lure a creature to you through this ability. If successful you can beckon a creature to follow you, and though it does not have to listen, it may become very enticed and be willing to follow you so long as no imminent danger is apparent.

*Seductive Glance:* With a momentary glance, or notable action, you attempt to remain in the creature’s mind for the remainder of the day. As a full round action, you must make a seduction check against a DC of 10+ ½ level+ Wisdom modifier. If successful, the creature notices you and will periodically think of this small interaction for the next 1d4+1 hours intermittently. For every 5 points the DC is beat by it increases the duration by 1 hour. During this time the target suffers from a -2 penalty on all attack and damage rolls as well as to all intelligence and wisdom based checks, and to will saving throws or to their DC vs. seduction. This penalty increases to -4 vs. any of your effects. If the check was unsuccessful, the creature becomes immune to this ability from you for 24 hours. If successful but the creature would not be interested in you, the effect is applied for 10 minutes instead as they wonder what exactly you were doing and why.

*Extract Information:* By spending 10 minutes with a creature, you can make a seduction check against a DC of 10+ ½ level+ Wisdom modifier. If the creature is suspicious of you, it is against their sense motive check instead. During this conversation, if you successfully seduce the creature, you can learn one bit of useful information from the creature. You gain one additional bit of information for every 5 that you beat the DC by. What information this is, is determined by the GM, though the more sensitive the information the higher the DC will be. If the DC was beaten by 5 or more the creature doesn’t even realize that it accidentally gave the information.

*Distraction:* By making a seduction check against a creature, you can cause the creature’s attention to be focused on you for a number of minutes equal to your charisma modifier. You can make a seduction check against a DC of 10+ ½ level+ Wisdom modifier, or against a sense motive check if the creature is suspicious. If successful, you draw the creature into a conversation through seductive speech and action. The creature does not gain perception checks from things happening around it at this time, and can only rely on passive perception, however it suffers from a penalty equal to the seducer’s charisma modifier. This cannot be used if people are in any obvious danger, or if you have less than 1 minute to speak to the creature.

*Promise of Greatness:* You can offer a creature a promise that something can be provided by you in the future, weather this is money, power, or sexual activity is up to the seducer to decide. This works like a diplomacy check to improve a creature’s attitude, but also works like a bluff check to convince a creature of something. This promise is not immediate and is often a promise for something to come if the creature follows a specific lifestyle, takes certain actions, or completes a certain task for the creature. The seducer makes a seduction check against the creature’s sense motive check. If successful the creature is more likely to do what the seducer wants, while if the seducer fails, the creature is un-swayed by the seducer’s attempt and their attitude becomes worse because of it. If a promise is made and kept, future seduction checks against that creature are made at a +5 bonus.

*Morale Boost:* A creature can make a seduction check against another creature as a morale boost and inflate their ego. Doing so is a standard action, and you must make a DC: 10+ ½ level+ Wisdom modifier seduction check against the creature. If successful the creature gains a +1 morale bonus to all d20 rolls for a number of rounds equal to your charisma modifier +1 round for every 5 points that the DC was beaten by. This morale bonus stacks with other morale bonuses, but not from the same source. A creature can only benefit from this once per day for every 4 levels it possesses.

 The seduction method is not to the target’s liking, information being extracted is very sensitive
 Target is madly in love with another, or is not attracted to members of your sex
 Target is asexual
 Target has history of infidelity or is easy to please
 Target is madly in love with seducer

**Try Again?**: yes, you can always attempt to seduce a creature again, though usually not within the same 24 hours and rarely with the same methods.

**Special**: Creatures with the alluring feat gain it’s bonus to seduction checks as well.

Abilities that grant bonuses to a creature for being attracted to the opposite sex also apply their bonus to seduction checks.

Creatures with the Babe, The Goth, The Journalist, the Leader, The Party Animal, The Seducer, The Social Butterfly, The Cheerleader, or the mean girl racial archetypes gain a +2 racial bonus to seduction checks when they gain access to this skill.

Possessing an item or ability to grant an interaction that the creature desires grants a +2 bonus to a seduction check.

A knowledge physical sciences check DC: 15 against an object grants a +2 bonus to a break check.

A creature with 5 or more ranks in sense motive gains a +2 bonus to seduction checks

**Time**: A Seduction check takes different amounts of time depending on the type. Beguiling gift, Morale Boost, and seductive glance are a full round action, Extract information takes 10 minutes, and distraction as well as Promise of greatness takes at least 1 minute.