At 2nd level and every three levels thereafter, you gain a special ability of your choice from the list of Courtier Special Abilities. You must meet the prerequisites of the chosen ability, if any.
All courtier special abilities that affect others relay on the affected creatures being able to see or hear the courtier. If the target cannot see or hear the courtier, then the ability has no effect.
Unless stated otherwise, there are no limits to how often a courtier special ability may be used.
The Courtier Special Abilities
Blessed Voice (Ex)
Talented orators have been noted throughout history, and the encouragement of a courtier can mean the difference between victory and defeat. By spending a full minute encouraging an ally (or yourself), you can grant a +2 enhancement bonus to the ability score of your choice. This bonus lasts for a number of hours equal to your courtier level. You may use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1). This is a mind-affecting, language-based ability.
Fear is My Gift (Ex)
A courtier can use his very presence to cow those with weak wills. You may use a move action to make an Intimidate check opposed by a target’s Insight. If successful, you gain a +2 circumstance bonus on attack rolls, weapon damage rolls, and Charisma-based skill checks and a +1 bonus to the save DC of your special abilities, esoteric abilities, and martial arts techniques against the target for one hour. After using this ability, you must complete a short or long rest before you can use it again.
Imposing Voice (Ex)
Your powerful voice dominates the conversation and bends others opinions to your will. When making a Deception, Intimidate, or Persuasion check during a social interaction, you may gain a circumstance bonus to the skill check equal to your courtier class level. After using this ability, you must complete a short or long rest before you can use it again.
Inspiring Presence (Ex)
Some courtiers are accustomed to the dangers of making secret deals in back alleys or accompanying the warriors under their command onto the battlefield and have learned to effectively inspire their allies and bodyguards. With this ability, you may use the Aid Another action on any ally within 30 feet, as long as you meet all other requirements of the attempt. In addition, if you possess the ability to use Action Points, you may spend those points to “Modify a d20 Roll” of any ally within 30 feet (but not any other use of Action Points). This is a language-based ability and may only be used if your ally can hear your voice.
Inviolate Mind (Ex)
Many courtiers find themselves targeted by insidious magics that manipulate their minds. You have taken the time to learn how to ward yourself against such influences. You gain spell resistance against mind-affecting effects equal to 10 + your courtier level.
Jade Beauty
You are a true beauty among even the most attractive members of the court. Your Charisma is permanently increased by 2.
Justiciar’s Command (Ex)
As a standard action, you may make an Intimidate skill check opposed by the target’s Insight skill. If successful, you may issue one command to your target from the following list: move towards or away from a visible location, attack a specific target with a specific weapon, or use a specific skill. If the target fails to perform this action as soon as he is able, you gain a +2 morale bonus on all attack rolls against him and a +2 bonus to the save DC of all courtier abilities used against him. This bonus lasts until the end of the current encounter.
Kuenai (Ex)
Also called “low etiquette,” kuenai is the formal means of interacting with the more base elements of society: ronin, mercenaries, bandits, and other less reputable individuals. Each time you meet one of these individuals or someone who associates with such individuals, your Gossip ability can identify their reputation and primary allegiances with a DC 25 check. In the case of mercenaries or others available for hire, you gain a rough estimate of the costs necessary to secure their services. When speaking to those who hire mercenaries, you also know what sort of troops they typically favor and a general idea of how much they have paid for mercenaries in the past.
Masks Stripped Away (Ex)
A true master can fracture an opponent’s will with nothing more than a well placed word. As a standard action, you may insult an opponent. The target must make a successful Will save (DC 10 + 1/2 you courtier level + your Charisma modifier) or suffer 1d4 Wisdom damage. You may use this ability a number of times per day equal to 3 + your Charisma modifier. A target can be reduced to zero Wisdom with this ability, becoming so completely unhinged that they fall into a catatonic stupor.
Pierce the Deceptive Veils (Ex)
Courtiers must become resistant for magical forms of deception, lest they unknowingly fall under the sway of an enemy. Whenever you are forced to make a Will save against an enchantment or illusion effect, you may roll twice and keep the better result. You may also add your Charisma modifier as a bonus to your Insight skill when opposing a Deception check.
Practiced Scrutiny (Ex)
You may spend 10 minutes to study a specific area with an area of up to 10 square feet per class level. Once you have done this, you gain a +10 circumstance bonus to any Perception or Stealth checks you make while in that area. After using this ability to scrutinize an area, you must complete a short or long rest before you can use it again.
Once you have studied an area, you maintain this benefit in that area indefinitely, as long as you spend at least 10 minutes in that area each day, though you need take no specific actions while doing so. You may choose to forget an area to study a new one.
This ability may be selected multiple times. Each time, you may maintain familiarity with one additional area.
Scrutiny’s Sweet Sting (Ex)
A courtier swiftly learns the vanities and weaknesses of those around him and knows best how to exploit those vulnerabilities. If you spend at least an hour in a social setting with a specific individual, whether interacting or simply observing them, you gain a +4 insight bonus on all Deception, Insight, Intimidate, Perception, and Persuasion checks pertaining to that individual. This bonus lasts for one month and can be renewed by spending another hour socializing with the target. (Your party members almost always qualify for this ability.)
Shallow Waters (Ex)
No secrets remain hidden to a skilled courtier. By conversing with an individual for one minute, you can make an Insight check opposed by the target’s Deception, Intimidate, or Persuasion (target’s choice, depending on how they are interacting with you). If this check is successful, you learn one of the following about your target: alignment, level, one save bonus, or one ability score. Any effects that conceal or confuse the reading of alignment obfuscate the information obtained.
Skill Prodigy (Ex)
You are noted for your unexpected talents in a variety of areas. Choose two of your courtier class skills (including those gained from feats). You gain a +2 circumstance bonus when using these skills. This ability may be selected multiple times. Each time, you must select two new skills.
Storm Heart (Ex)
Many courtiers are fearsome for the intimidating warriors they can call to serve them, and the mere threat of such warriors is enough to cow many foes. When you successfully use Intimidate to demoralize an opponent, they are shaken for an additional number of minutes equal to courtier class level.
Taunt and Rally (Ex)
As a full-round action, you can openly taunt your opponents, deriding their weakness and lauding the virtue of your allies. This affects all allies and enemies within a 50-foot radius. Affected enemies become shaken (this cannot progress fear beyond shaken). Affected allies gain a +1 morale bonus on attack rolls and saves against fear.
You can continue to taunt and ramble to maintain this effect over several turns by taking a move action each turn. This effect can be disrupted, but you can make a concentration check as if concentrating on a 1st-level spell.
You may select this ability multiple times. Each time you do, the morale bonus gained by allies increases by +1.
Tell the Tale (Ex)
As an expert in history, myth, and legend, you can quote the lineage of total strangers from memory. You may choose to gain a +10 bonus when using your Gossip ability, but the knowledge gained only pertains to the history of the subject in question, including family or lineage. This ability isn’t always relevant to recent events and tends to only reveal historical information.
The Better Part of Valor (Ex)
A wise courtier knows that his place is far from the fields of battle and can escape quickly when combat ensues. When executing the total defense action, you receive a dodge bonus to AC equal to your Intelligence bonus, minimum 1.
The Eyes Betray the Heart (Ex)
The DC of all Will saves requires to resist your special abilities is increased by 2. This ability may be chosen twice. Its benefits stack.
This bonus applies to ordinary, extraordinary, and supernatural abilities but does not apply to spells, spell-like abilities, martial arts, or other esoteric abilities.
The Eyes See the Heart (Ex)
This technique that grants a courtier a keen awareness for falsehood is a trademark of magistrates. Anyone attempting to lie in your presence must make a Will save (DC 10 + your ranks in Insight). If this save fails, you immediately know that the subject is lying.
The Mountain Does not Bend (Ex)
Each time an enemy fails to break your will, you only become more resolute in standing against them. Any time you succeed on a Will save or an enemy fails an opposed skill check against you, you gain a +4 morale bonus to all further Will saves against that opponent and the DC of opposed skill checks the opponent makes against you. This bonus lasts for 24 hours and stacks with itself to a maximum equal to your class level.
Veils Sway Unbidden (Ex)
Some courtiers possess the ability to read a situation coolly and calmly, noticing even the faintest disturbances, and react to danger more swiftly than their less perceptive comrades. You may add your Charisma modifier to your initiative checks and may always take 10 on Perception checks, even when threatened or distracted.
Whispers From the Soul (Ex)
A courtier is adept at using their words to manipulate others, playing on the emotions of any target who can understand him. You can affect one opponent with the effects of one of the following spells, using your courtier level as your caster level and your Charisma for the save DC: charm person, crushing despair, fear, good hope, or rage. Despite functioning as a spell-like ability, this is an extraordinary ability. After using this ability, you must complete a short or long rest before you can use it again.
Wily Trader (Ex)
Some courtiers have financial investments outside of the court and possess a keen eye for trade and commerce. You gain a circumstance bonus on your Gossip ability equal to half your class level. The knowledge gained using this ability always pertains to items that the subject has bought, sold, or recently inquired about buying or selling. If your check is 35 or better, you also know approximately how much the subject is willing or able to spend.
In addition, you gain a +1 bonus on Profession checks.
Wisdom of the Ages (Ex)
You are noted for your wisdom and far-ranging expertise. You gain 10 skill points which must be spent immediately. This ability may be selected multiple times.
Words and Deeds (Ex)
You know when to speak and, more importantly, when to act. Your reputation and insight give your words greater weight. Whenever you spend an Action Point to enhance a Will save or on any Intelligence-, Wisdom-, or Charisma-based skill check, you gain an additional +3 bonus on the save or check.
Words Like a Whirlwind (Ex)
Sometimes, a well crafted lie is more desirable than the truth. Other times, insisting on a poorly crafted lie is even more desirable. You may use your Intimidate skill instead of the Deception skill to Bluff/Tell a Lie.
Your Life is Mine (Ex)
This technique is popular with courtiers who prefer to make allies out of enemies rather than defeating them outright. Once per day per point of Charisma bonus (minimum 1), you may attempt to sway a weak-willed individual’s mental state to your own way of thinking. This functions as charm monster using your courtier level as your caster level and your Charisma for the save DC. This is an extraordinary ability.
Your Weakness is My Strength (Ex)
You are skilled at taking advantage of your opponent’s frailties and prodding at each opening. When making an opposed Charisma-, Intelligence-, or Wisdom-based check, your opponent must use the lowest of his mental ability scores.
For example, you attempt to use Deception against an opponent’s Insight. If the opponent has 10 Intelligence, 16 Wisdom, and 8 Charisma, the opponent would use the -1 Charisma modifier rather than the +3 Wisdom modifier to determine their total Insight bonus.