Fast-Talking
1 slot, Charisma, special modifier.
Required: Swindler.
Recommended: Acrobat, Adventurer, Fence, Investigator, Smuggler, Troubleshooter.
Fast-talk is the art of distraction and conning. If a successful proficiency
check is made, the fast-talker is able to get away with whatever scam he is
attempting. Modifiers are based on the Intelligence and Wisdom of the target, as
shown on Table 3. The DM may also introduce modifiers according to the difficulty
or plausibility of what the character is attempting.
Table 3: FAST-TALKING MODIFIERS
Target's
| Target's
|
Intel.
| Modifier Wisdom Modifier
|
3 or less
| n/a
| 3
| -5
|
4-5
| -3
| 4-5
| -3
|
6-8
| -1
| 6-8
| -1
|
9-12
| 0
| 9-12
| 0
|
13-15
| +1
| 13-15
| +1
|
16-17
| +2
| 16-17
| +3
|
18
| +3
| 18
| +5
|
19
| +5
| 19+
| n/a
|
20
| n/a
|
|
|
Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that
attempts to fast-talk them fail automatically because they can't follow what's
being said. (Creatures that are so stupid are easy to fool in other ways,
however.) Targets with Intelligence of 20 or more or Wisdom of 19 or more are
impervious to fast-talking.
Example: Julina the Silent, spy extraordinaire, is discovered by guards as she sneaks
around the emperor's palace. She quickly decides to fast-talk them into
believing that she is the mistress of the Steward of the palace and she just got lost
in the labyrinthine halls. Unknown to Julina, the Steward is an elderly,
faithfully and happily-married gentleman; and it is possible that the guards know of
this reputation. The DM assumes the guards to have average Intelligence and
Wisdom (no modifier), but he adds a -3 modifier because Julina's story contradicts
the Steward's reputation. A 1d20 roll of 7 is less than 10 (Julina's Charisma
of 13, with the -3 modifier), so she succeeds. The guards buy her story, and
suggest that she go where she belongs immediately. If she failed they would call
her bluff—and perhaps escort her straight to the door of the Steward and his
wife!
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