Slippery Mind Talent Tree

You have a knack at blocking out intrusive thoughts and horrible memories. You use these skills to fight off others who may try to break your resolve or shatter your psyche.

Master of Perception: You gain a +2 bonus to all Perception checks. You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

Improved Master of Perception: You gain a further +2 bonus to all Perception checks. This bonus stacks with the bonus granted by Master of Perception. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object. You must possess Master of Perception to select this talent.

Advanced master of Perception: You gain a final +2 bonus to all Perception checks. This bonus stacks with the bonus granted by Improved Master of Perception. You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet. You must possess the Improved Master of Perception talent to select this one.

Professional: You gain a +2 bonus to all Profession checks of a certain kind of profession.

When using Profession checks to earn income, you earn credits equal to the result of your check each week.

Improved Professional: You gain a further +2 bonus to all Profession checks. This bonus stacks with the bonus granted by Professional. When attempting Profession checks, you can roll twice and take the better result. When answering questions about your Profession, you can always take 10. You must possess the Professional talent to select this talent.

Advanced Professional: You gain a final +2 bonus to all Profession checks. This bonus stacks with the bonus granted by Improved Professional. You can attempt checks to earn income once per day instead of once per week. You must possess the Improved Professional talent to select this talent.

Lie Detector: You gain a +2 bonus to all Sense Motive checks. If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

Improved Lie Detector: You gain a further +2 bonus to all Sense Motive checks. This bonus stacks with the bonus granted by Lie Detector. After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check. You must possess the Lie Detector talent to select this talent.

Advanced Lie Detector: You gain a final +2 bonus to all Sense Motive checks. This bonus stacks with the bonus granted by Improved Lie Detector. You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target’s attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute. You must possess Improved Lie Detector to select this talent.

Cool Mind: This is available if the GM is using the Sanity rules. The Dedicated hero possesses an additional 1 point of sanity for every level it possesses. This can go beyond it's maximum sanity. You must possess 2 other talents before selecting this one.

Still Mind: This is available if the GM is using the Sanity rules. You gain damage reduction 2 for your sanity score. You ignore 2 points of sanity (Minimum 0) when you take sanity damage. This does not apply to sanity damage from creatures with the great old one subtype. To select this you must possess the Cool mind talent as well as 5 other talents.

Survivalist: You gain a +2 bonus to all Survival checks. You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.

Improved Survivalist: You gain a further +2 bonus to all Survival checks. This bonus stacks with the bonus granted by Survivalist. You can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on your Survival check. You must possess the Survivalist talent to select this talent.

Advanced Survivalist: You gain a final +2 bonus to all Survival checks. This bonus stacks with the bonus granted by Improved Survivalist. Once per day, you can spend 1 hour and attempt a DC 30 Survival check. Success grants you cold resistance or fire resistance 5 for 24 hours. You can share this with one ally for every 5 by which you exceeded the check. You must possess the Improved Survivalist talent to select this talent.

Evasive Mind: When you are allowed to make a will saving throw for a partial effect or half damage, a successful saving throw instead negates the effect. You must possess 1 other talent before you can select this one.

Improved Evasive Mind:  When making a will saving throw for half damage, you take no damage on a successful saving throw, and half damage on a failed saving throw. You must possess the evasive mind talent as well as 5 other talents to select this one.