## Master Manipulator *Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static.* **Prerequisite:** Cha 13, Diplomacy 9 ranks **Benefit:** This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat. - _Captivating Speech:_ You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target's own Diplomacy check or Will save, you can impose a –4 penalty on the target's Perception and Sense Motive checks so long as you continue speaking. You can affect a number of targets equal to 1 + your Charisma modifier (if any), as long as they are all within 20 feet. - _Trap of Words:_ If you notice a lie via the Sense Motive skill, you can skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. You can make a Diplomacy check (opposed by their Bluff), and if successful, the target inadvertently reveals his lie and the reason behind it.