You have tales to tell, experiences under your belt which will make the hairs of those you tell it to stand on end!...Or maybe they're all made up. After all, who can tell the difference?
Prerequisite(s): Must have taken Bard at least once.
Good Impression: Once per day you can call upon this talent to grant a +5 bonus to all Social Skills for 1 minute.
A Small Tale: You can make a Storytelling check and can keep an audience enraptured and focused on you. All NPCs in an area whose Mental Defense you've beaten are distracted by you, decreasing any DCs relying on someone's attention by 10. (Nameless NPCs have around 20 Mental Defense thus making the average DC 20, however a more rowdy crowd such as a violent mob would increase this by 10).
Everyone, Stop!: Once per encounter you can make an Etiquette, Intimidate, or Persuasion check against all enemies who can hear you within a 4 square radius. If the roll result would beat their Mental Defense, they are unable to move (treating their movement speed as 0 squares). They may still take actions on their turn, but they remain in place. Non-standing enemies (such as flying or swimming) are affected, but just remain floating/hovering in their same square.
Biting Words: Once per round you can use Biting Words to make an attack against an opponent's Mental Defense using Intimidate or Trickery and on a successful hit, they take 2d6 + (Voice + Rhetoric) Resolve damage.
Befuddle: As an action which takes 5 Stamina, you can make an attack using Philosophy against an opponent's Mental Defense and on a successful hit the opponent takes a -5 to-hit and damage for 1d4 rounds plus 1 per point of Reason or Rhetoric you have (whichever is higher).