Soci al Recovery [Interacti on]
You can talk your way out of a problem you talked yourself
Prerequisite: Bluff 8 ranks, Diplomacy 5
Benefit: If your Diplomacy check to influence
an NPC’s attitude fails, you can
spend another full round talking
to the NPC, then make a
Bluff check with a –10 penalty.
Use the result of this check in
place of the Diplomacy check
result, except that it can’t improve
the NPC’s attitude by
more than one step.
Once you use this skill
trick (successfully or
not), you cannot use it
against the same target
again for 24 hours.
Assume Quirk [Interacti on]
You can perfectly imitate a small habit or idiosyncrasy of a
person you impersonate in order to throw off suspicion.
Prerequisite: Disguise 5 ranks.
Benefit: When impersonating a particular individual,
you can eliminate the normal Spot bonus granted to a
viewer familiar with that individual (PH 73). The effect
extends to all viewers.
Using this trick requires no special action, but you can
maintain the deception for only 1 hour per day.
Second Imp ression [Interacti on]
You can convince someone of your false identity even after
your disguise fails.
Prerequisite: Bluff 5 ranks, Disguise 5 ranks.
Benefit: If an observer sees through your disguise with
a successful Spot check, you can (as an immediate action)
attempt a Bluff check to convince him that he’s mistaken.
Use the observer’s Spot check result as the DC for your
Bluff check; if you succeed, the observer ignores the
evidence of his own senses in favor of what your disguise
attempts to show.
You must be aware of the observer’s discovery in order to
use this trick; for example, you can’t use it against someone
viewing you secretly, nor can you use it against someone
who sees through your disguise but keeps that information
secret. When in doubt, the DM should allow a character
to use this trick if she has any reason to fear that her cover
has been blown.
You can use this trick only once per day, but its effect
extends to all viewers within 30 feet of you. For example, you
could attempt it against an entire patrol of guards confronting
you just as effectively as against a single person.
This trick doesn’t let you maintain a disguise that has
been defeated by other means; for example, if your disguise
self spell is penetrated by a true seeing spell, Second Impression
Back on Your Feet [Movement]
You can hop back to your feet instantly if you fall.
Prerequisite: Tumble 12 ranks.
Benefit: If you fall prone for any reason, you can stand
up as an immediate action without provoking attacks