|2||2||Delegate Threat||5 hours|
|3||2||Strong Presence||4 hours|
|4||2||Incite Rumor||3 hours|
|5||3||Increase Proficiency Bonus||2.5 hours|
|8||3||Commanding Presence||1 hour|
|9||4||Increase Proficiency Bonus||45 minutes|
|10||4||Greater Delegate Threat||30 minutes|
|13||5||Increase Proficiency Bonus||10 minutes|
|17||6||Increase Proficiency Bonus||3 minutes|
Intimidation checks made on the behalf of friendly characters gain a +2 to their roll.
Greater Delegate Threat
With Greater Civil Intimidation the bonus is equal to the sum of strength modifiers for allies within 10 feet.
Use an hour of free time to prepare a Persuasive or Deceitful argument. Incurs a +4 bonus, and whom you plan to speak to, as well as what you're trying to convince them of, must be written to the GM on use.
Can sell items to others for 1.5 times their worth. They must pass a Persuasion or Deception check versus the buyers relevant crafting skill or Wisdom save. If failed, they cannot buy goods from that person for 1d6 days.
Orator may roll performance check in order to discreetly spread a chosen rumor. Action takes one hour.
The orator may, at any time, divert the attention of all nearby non-hostile NPCs with a Performance check.
Roll a performance check to get everyone within 80 feet's attention. Anyone attempting to ignore must roll a wisdom save with a DC higher than the performance roll, or be distracted from whatever they were doing. Can be done once per day.
Once per day, you can decide to get a natural 20 on a Persuasion or Deception roll.