Insightful Talent Tree

The hero’s innate insightfulness serves her well.

***Skill Emphasis (Ex)**:* The hero chooses a number of skills equal to it’s wisdom modifier and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill. This can be selected multiple times, selecting new skills each time.

***Improved Skill Emphasis (Ex):*** The hero gains a further +3 bonus to the same skills it selected with Skill Emphasis. This applies to all instances of skill emphasis.

***Aware (Ex)**:* The hero is intuitively aware of his or her surroundings. The hero adds 1/2 of its hero level to its Perception, and sense motive checks. The hero must possess the Skill Emphasis talent to select this one.

***Faith (Ex)**:* The hero has a great deal of faith. It might be faith in self, in a higher power, or in both. The hero gains a faith pool. This pool has a number of points equal to 1/2 of the hero's level. By spending a point of the faith pool, the hero can add it's Wisdom modifier to a single die roll to improve the result of an attack roll, skill check, saving throw, or ability check. The hero must possess the Skill Emphasis talent to select this one. This can only be applied to a d20 roll once per round.

***Greater Faith (Ex):*** You can use faith a number of times per round equal to your wisdom modifier. You must possess the faith talent to select this one.

***Cool Under Pressure (Ex)**:* The hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress. You must possess the Skill Emphasis talent and the Faith talent to select this.

**Autohypnosis**

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

**Autohypnosis (Wis)**

You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

**Check**

The DC and the effect of a successful check depend on the task you attempt.

 Memorize
 Resist dying
 Resist fear Fear effect
 Tolerate poison
 Willpower

***Ignore Caltrop Wound:*** If you are wounded by stepping on a caltrop or a similar attack that has reduced your speed such as a broken bone, you can utilize autohypnosis to power through the pain and continue on. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion. The wound can be ignored in this way for up to 1 minute per point in your wisdom modifier, after which the pain will resume if it’s duration is still ongoing.

***Memorize:*** You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check. You can have up to 100 pages memorized per point in your wisdom modifier.

***Resist Dying:*** You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your stabilization roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the stabilization roll in later rounds if you are initially unsuccessful. This can also be used to end a bleed effect however the DC is increased by +2 for each round you have suffered from the bleed effect.

***Resist Fear:*** In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear for a number of rounds equal to your wisdom modifier. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

***Tolerate Poison:*** You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison.

***Willpower:*** If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled. If you are able to take actions when at negative hitpoints, you can make the autohypnosis check against the same DC to increase the amount of negative hitpoints you can take before you are dead by an amount equal to your wisdom modifier.

**Action:** None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

**Try Again:** Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.

**Special:** The feats Meticulous, and Alertness both grant a +2 bonus to Autohypnosis checks.

Creatures with the Wise, the professor, the stoner, the orphan, The artist, The musician, The Theatre kid, or the mentor racial archetypes gain a +2 racial bonus to autohypnosis checks once they gain access to it.

Creatures with at least 5 ranks in Knowledge Behavioral Sciences gain a +2 bonus to Autohypnosis checks.