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==[[Open4E:Abilities#Charisma|Charisma]] Skills== ===Bluff=== Bluff is used to fast-talk, lie, cheat, or seduce. Your Bluff skill check is based on your Charisma modifier. =====Create Diversion===== * (At-will action * basic skill utility) * Target: One creature (Bluff vs. Sense) * Success: You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target. * Special: Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it. =====Attempt to Deceive===== * (At-will standard action * basic skill utility) * Effect: Describe how you attempt to deceive your target, then make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say. ===Diplomacy=== Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy skill check is based on your Charisma modifier. =====Haggle===== * (Extended action (1 minute) * basic skill utility) * Target: One merchant (Diplomacy vs. Sense, +5 per 10% price adjustment) * Success: You may adjust the cost of one good you are selling or purchasing by the desired amount. =====Negotiate Surrender===== * (At-will free interrupt * basic skill utility) * Target: One creature which would hit you or an ally with an attack (Diplomacy check vs. the target’s Sense) * Success: You may attempt to halt combat and negotiate the surrender of your allies. * Special: You may only perform this action vs. opponents who are intelligent and willing to accept a surrender. =====Influence===== * (Extended action (variable) * basic skill utility) * Effect: Describe to the DM how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action. ===Intimidate=== Intimidate is used to bully, frighten, or coerce others into doing your bidding. Your Intimidate skill check is based on your Charisma modifier. =====Intimidate===== * (At-will minor action * basic skill utility) * Target: One creature (Intimidate vs. Will) * Success: You may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action with the DM’s approval. On a critical success, the target becomes Dominated until the beginning of your next round if you are at least one Rank higher than it. ===Perform=== Perform is used to sing, dance, act, or woo a crowd. Your Perform skill check is based on your Charisma modifier. =====Performance===== * (Extended action or at-will standard action * basic skill utility) * Target: One crowd (Perform vs. highest Will) * Success: You influence the crowd’s mood favorably towards you and your allies. ===Streetwise=== Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise skill check is based on your Charisma modifier. =====Local Lore===== * (Extended action (5 minutes) * trained skill knowledge) * Effect: Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.
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