Fast Talk Talent Tree

The hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.

**Fast-Talk (Ex)**: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies ½ their character level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

**Dazzle (Ex)**: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking as a standard action. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. The hero makes a bluff check against the opponent, with a DC of 10+ ½ enemy level+ Enemy wisdom modifier. The target resists the dazzle attempt by making a Will saving throw (DC 10 + 1/2 hero’s class level + hero’s Cha bonus). If the save fails, the target receives a –2 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. For every 5 that you beat the bluff check DC by, you increase the penalty by -1 to a total of -6. This is a Mind-Affecting ability. This can be used a number of times per day equal to your charisma modifier. The character must possess the Fast-Talk talent to select this.

***Improved Dazzle (Ex):*** When using Dazzle, you can effect a number of creatures equal to your charisma modifier. When an enemy is effected by dazzle, you also apply the penalty to their armor class. You must possess dazzle to select this.

***Greater Dazzle (Ex):*** When using Dazzle, it only takes a move action to do. Enemies who succeed in their saving throw still take the penalty for 1 round. You must possess improved dazzle to select this.

**Taunt (Ex)**: The hero gains the Antagonize feat as a bonus feat. You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

*Diplomacy:* You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

*Intimidate:* The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day. Unlike with the normal feat, the hero can use it on a target a number of times per day equal to its charisma modifier.

**Dazing Taunt (Ex):** When using your taunt ability, you can confuse your foe with your display of verbal abuse. By spending 2 uses of your dazzle ability, you can apply it to the target of the Taunt. If you possess the improved dazzle talent, you can also target the listed number of creatures with your taunt.

**Obfuscation (Ex):** A discretion specialist is highly skilled at convincing others not to trust their own senses. As a full-round action, the discretion specialist can convince one living creature within 30 feet that up to 5 minutes of its memories from the past hour are unreliable. If the target fails a Will saving throw (DC = 10 + half the character’s level + its Intelligence modifier), the target is convinced that those memories didn’t happen or that it’s confusing the memories with a dream (or is otherwise hazy as to the memories’ reality).

Each hour after the discretion specialist uses this ability, the target can attempt a new Will saving throw to realize that its perception of past memories has been tampered with, although not necessarily that the hero was the originator of the tampering.

The hero can use this ability once per day, and one additional time per day for every 5 levels it has. At 6th level and every 3 levels thereafter, the specialist can obfuscate memories from an additional hour in the past and an additional 5 minutes (to a maximum of 6 hours, and 30 minutes at 18th level). The hero must possess fast talk to select this ability.

**Greater Obfuscation (Ex):** When using Obfuscation, it can effect memories from up to a number of days ago equal to your hero level. By spending 2 uses of the ability, it can effect memories from up to 1 year per level ago. The character must possess the Obfuscation talent to select this.