Hypnosis (Cha; trained only)
You have studied the hidden workings of the human mind and can unlock its secrets.
Check: You can put a target creature into a deep trance-like state and affect them as if you cast a hypnotism spell on them, you can help them break free of a mind altering spell or psionic power, or you can imbue them with additional bonuses for a limited time.
HYPNOTISM
You can use hypnosis to induce a deep, calming trance in your subject. The effects of a hypnotic trance are identical to those created by the hypnotism spell.
Unlike the spell, however, the skill allows you to hypnotize only one target at a time, who does not receive the -2 penalty to her Will save. Each attempt to use hypnosis requires 1 hour. If the target is unwilling, you must first succeed at a Bluff check to disguise your intent. A Hypnosis check is opposed by the target's Will save. Loud or distracting surroundings grant a +2 circumstance modifier to the target's Will save.
Willing targets can voluntarily choose not to make their saving throw. Once the target is hypnotized, you can either plant a suggestion (as per the hypnotism spell) or help them break free of a compulsion type spell.
When used against a target that is under the affect of a charm person, suggestion, or similar style spell, psioinic power, or effect, you can assist them in breaking free of this type of compulsion. By making a successful Hypnosis check against the original spell's save DC, you can allow the target to make an immediate Will saving throw with a +2 Moral modifier bonus.
Retry: Generally, you cannot retry a Hypnosis check against an unwilling target; the target becomes too suspicious to cooperate. If attempting to hypnotize a willing target, you may retry freely. Retries are a vital component in the process of helping targets recover from compulsion-type spells, powers, and effects.
Special: You may take a 10 when attempting to hypnotize a target, but you may only take a 20 when attempting to help a willing target break free of a compulsion affect. The target you are attempting to hypnotize, whether willing or unwilling, must have an Intelligence score of 5 or higher and be able to understand you.
Time: Each use of hypnotism takes one hour.
HYPNOTIC TECHNIQUES
Through the use of Hypnosis, you can empower target individuals with abilities they would not normally have. These are all equal to the abilities listed under the Auto Hypnosis skill. With a successful Hypnosis skill check (DC = to the task DC under Auto Hypnosis), you can imbue a willing target with one of those abilities (except memorize). The chosen ability lasts a number of hours equal to your Charisma modifier (minimum 1). The target individual makes their saving throws as if they already made an Auto Hypnosis check, gaining a +4 bonus to their saving throws.
In the case of stabilize self, the target makes their stabilization check with their combined character level and Constitution modifier as their check bonus.
Alternatively, you can imbue the target individual with a +4 circumstance bonus to any one skill they have ranks in for the same amount of time.
Retry: Yes, but each use constitutes another 1 hour Hypnosis session.
Special: You may take a 10 and a 20 when making a Hypnosis check for hypnotic techniques.
Time: Each attempt at using hypnotic techniques requires the standard 1 hour Hypnosis session.
HYPNOSIS UNCHAINED
By taking the Signature Skill feat, you can unchain the following special bonuses: