You're trained in the usage of provoking other individuals, making them falter in their own strength against you.
Prerequisite(s): Rhetoric 4 or higher, Intimidate at Trained Rank or higher
Cast Suspicion: Once per encounter you can target an individual within your line of sight and able to hear you. You can make an Intimidate check against the opponent's Mental Defense and on a successful hit the target loses all bonuses they gain to all skill checks and attack rolls which are not from their attributes and skill proficiency. For example, bonuses from Weapon Focus from the Weapon Training talent tree would be negated. This lasts for a number of rounds equal to your Rhetoric.
Befuddle Foe: Once per encounter you can target an individual as per Cast Suspicion, however instead of causing them to lose bonuses you cause them to take a penalty to all Defenses equal to the average of your Rhetoric and Voice. This lasts for a number of rounds equal to your Rhetoric.
Steal Their Moment: If you use Cast Suspicion on an opponent, you gain half of the bonus the opponent is losing. (For example if the total bonus the opponent loses is a +12, you would receive a +6). This only lasts for half of the duration of Cast Suspicion.
Try Me: You can spend 5 Stamina to make an Intimidate Check against the Mental Defense of all enemies within 4 squares that are able to see and hear you. If you successfully hit their Mental Defense, they are forced to attack you to the best of their ability, they can choose to take actions which do not revolve around pursuing you however if they choose not to pursue you they take a -5 to all checks. This lasts for a number of rounds equal to your Rhetoric or Voice (whichever is higher).
Weak Grip: The penalty of Try Me applies to damage as well, and if enemies choose to attack you instead you receive a +2 bonus to Physical Defense against them.
Friendly Fire: If an enemy makes a ranged attack roll against you and there is also an enemy adjacent to you, you can spend 4 Stamina to redirect the attack to the ally, making it appear as if they had been shot by their own ally and not by a fluke or misdirection. The attack roll resolves against the adjacent opponent, and as this is occurring you make a Trickery check (DC = Mental Defense of the adjacent enemy). Regardless if the Trickery fails, the attack has a chance of connecting, however if the Trickery succeeds the adjacent foe believes their ally shot them intentionally. Otherwise, they know you've redirected the shot.