Hello, hello, hello everyone, and welcome to this week's Extraordinary Feats! I hope you all are looking forward to a lot of varied options this week!
When brainstorming for this article, I got to thinking—you know who has a lot of feat options? Fighters. So I decided to come up with feats for those of us who would rather do something besides swing big sharp objects at other peoples' heads in order to get our way. Below, I have a few feats to give players who are more interested in the social aspects of the game some more utility options for their characters. Without further ado, I present to you this week's new feats for cheeky fellows with honeyed tongues.
Bedside Manner
You can put your patients at ease, making them more likely to recover.
Prerequisite: Diplomacy 3 ranks.
Benefit: You gain a bonus on Heal checks equal to 1/3 the number of ranks you have in the Diplomacy skill.
Convincing
You are adept at thinking on your toes and finding the right words to make people believe and trust you.
Benefit: When you gain this feat, you may pick one of the following skills to be affected: Bluff, Diplomacy or Intimidate. Three times per day, when you make a skill check with the chosen skill, you may roll twice and take the higher result. You must declare that you are using this ability before making the check.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill (choosing from Bluff, Diplomacy, or Intimidate).
Eloquent
You have a deep understanding of language, and know how to use it to maximum effect.
Prerequisite: Linguistics 6 ranks
Benefit: You gain a bonus on all Bluff, Diplomacy, and Intimidate checks equal to 1/6 the number of ranks you have in the Linguistics skill.
Enhanced Interrogation
You understand how to manipulate a helpless foe's imagination in order to get more information out of him.
Benefit: You gain a +3 bonus to Bluff, Diplomacy, and Intimidate when you use these skills on a helpless target. At 10th level, these bonuses increase to +6.
Idle Threat
You know how to really scare someone, even if you do not intend to follow through or do not have the means to back up your threat.
Prerequisite: Bluff 3 ranks.
Benefit: You gain a bonus on Intimidate checks equal to 1/3 the number of ranks you have in the Bluff skill.
Implied Threat
When you want to, you can slip an implied threat into your requests, providing both a carrot and a stick at the same time.
Prerequisite: Intimidate 3 ranks.
Benefit: You gain a bonus on Diplomacy checks equal to 1/3 the number of ranks you have in the Intimidate skill.
Practiced Liar
Spotting a lie is easy when you yourself are skilled at telling them.
Prerequisite: Bluff 3 ranks.
Benefit: You gain a bonus on Sense Motive checks equal to 1/3 the number of ranks you have in the Bluff skill.
Too Good to Be True
You know how to pad your lies with things that makes your audience want to believe.
Prerequisite: Diplomacy 3 ranks.
Benefit: You gain a bonus on all Bluff checks equal to 1/3 the number of ranks you have in the Diplomacy skill.
Top Dog
You know how to show an animal that you’re boss, and make it more compliant.
Prerequisite: Intimidate 3 ranks.
Benefit: You gain a bonus on Handle Animal checks equal to 1/3 the number of ranks you have in the Intimidate skill.