Deception Feats

General Skill Feats


1st Level Deception Feats (Req Trained in Deception)


2nd Level Deception Feats (Req Expert in Deception)

  • Confabulator - Reduced the bonuses against your repeated lies.

  • Sow Rumors - You spread rumors, which may or may not be true, about a specific subject.


7th Level Deception Feats (Req Master in Deception)

  • Analyze Idiolect (expert in Society) - Memorize specific people's speech and mannerisms and use the information to improve your impersonations.




Deception Training (Feat 1)

General
Skill

Prerequisites Intelligence 12


You become Trained in Deception.


Charming Liar (Feat 1)

General
Skill

Prerequisites Trained in Deception.


Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.


Lie to Me (Feat 1)

General
Skill

Prerequisites Trained in Deception.


You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.


Confabulator (Feat 2)

General
Skill

Prerequisites Expert in Deception.


Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.


Quick Disguise (Feat 2)

General
Skill

Prerequisites Expert in Deception.


You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute).


Sow Rumors (Feat 2)

General
Secret
Skill

Prerequisites Expert in Deception.


You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is.

Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month.

Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week.

Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.

Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.

 

Analyze Idiolect (Feat 7)

General
Skill

Prerequisites Master in Deception and expert in Society.


You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.


Slippery Secrets (Feat 7)

General
Skill

Prerequisites Master in Deception.


You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

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