Fast Talk

+2 Deception; retry failed Deception once per encounter; fast-talk as move action.

The character can talk their way out of almost anything. The character gains +2 to all Deception checks. Once per encounter, when the character fails a Deception check, the character may immediately retry the check as a free action (must accept the second result). The character may also attempt a quick lie or misdirection as a move action instead of a standard action.

Rules Reference

FieldValue
Combat Action / Action Typemove
Combat Action / Durationinstantaneous
Combat Action / Frequencyat-will
Combat Action / Uses Per Day
Categorysocial
Runtime / Classificationout-of-combat
Runtime / Durationinstantaneous
Runtime / Effect Kindother
Runtime / Magnitude
Runtime / Trigger
Runtime / Usesat-will

Notes

Combat Action / Effect Script Id: Fast Talk

Special: The retry must be used immediately after the failure is announced. The character must accept the second result. The move-action deception is limited to quick lies, deflections, and misdirections -- elaborate deceptions still require a standard action. This feat does not make lies true, only more convincing.

Benefit

condition: +2 to all Deception checks

FieldValue
condition+2 to all Deception checks
modifier2
targetdeception-check

condition: once per encounter: retry failed Deception check as free action

FieldValue
conditiononce per encounter: retry failed Deception check as free action
modifier0
targetdeception-retry

condition: quick lie or misdirection as move action instead of standard

FieldValue
conditionquick lie or misdirection as move action instead of standard
modifier0
targetfast-talk-action

Prerequisites

type: ability

FieldValue
valueCHA 13