Description: You are a born liar, a trained deceiver, or a gifted flatterer, or at the very least, have a gift for being the center of attention. You mislead and trick others with flattery, clever witticisms, smoking glances, or convoluted long cons. You can turn friend against friend, mend or break hearts, and devastate enemies with your scorn. You may wish others to sing your praise or sing the praises of those who do your bidding, but few can ignore your wit, wisdom, beauty, or bewitching wiles.
Requirements: You must be trained in any of Bluff, Diplomacy, History, Insight, or Streetwise.
Benefit: Whenever you gain cover from an ally, you gain a +3 bonus to defenses instead of +2, and allies who use their Second Wind while adjacent to you gain a +3 bonus to defenses until the start of their next turn instead of +2.
|Focus||Focus 1||Focus 2||Focus 3|
|Allure||Attract Attention: Any creature that can see you takes a -1 per tier penalty to Insight and Perception checks against your allies. If any of your allies attack a creature or fail a skill check that would worsen that creature’s attitude towards the party, the effect ends against that creature.||Dazzling Smile: Encounter Power, Charm, Minor Action, Close burst 3, Target: One creature in burst, Attack: Your level +3 vs. Will, Hit: The target takes a -2 penalty to attack rolls (save ends).||Enrapture: You gain a follower. Should your follower ever die, you can replace them in town, but not more than once per month.|
|Confidence||Mug’s Game: Daily Power, Standard Action, Close burst 1 per tier, Target: Enemies in burst, Attack: Your level +3 vs. Reflex, Hit: You can slide the target 2 squares and it grants combat advantage until the end of your next turn, Miss: You can slide the target 1 square, Effect: Allies in the burst may shift 1 square as a free action.||Fleece the Rubes: You gain a +2 bonus to Bluff and Thievery skill checks.||Know When to Run: Encounter Power, Move Action, Effect: You gain a +1 per tier bonus to all defenses until the end of your next turn, and you may shift up to your speed.|
|Poise||Quiet Encouragement: Encounter Power, Minor Action, Close burst 5, Target: You or one ally in burst, Effect: The target gains temporary hit points equal to your highest ability modifier, and can make a saving throw with a +1 per tier bonus.||Unruffled: You gain a +1 bonus to saving throws, or a +2 bonus instead if you hold any Hero cards.||Serene Grace: Daily Power, Minor Action, Effect: Until the end of the encounter and while you are not bloodied, you may shift one square as a minor action. You may end this power as an immediate interrupt to reduce an enemy damage roll against you to the minimum value on each die.|
|Seduction||In Need of Rescue: Whenever you grant combat advantage to enemies, your allies get a +1 per tier bonus to damage rolls against those enemies. While you are bloodied, the bonus applies to attack rolls as well.||Admirer: You gain a follower. If your follower ever dies, you can replace them in town, but not more than once a month.||Bewitch: Encounter Power, Standard Action, Charm, Close burst 1 per tier, Target: 1 creature in burst, Attack: Your level +3 vs. Will, Hit: The target makes a basic attack against or charges the target of your choice with a +2 per tier bonus to hit and damage.|
|Treachery||Flattery: Encounter Power, Minor Action, Charm, Close burst 5, Target: One ally in burst, Effect: The target gains a +2 per tier bonus to attack and damage rolls and grants combat advantage until the end of your next turn.||Hornswaggle: Daily Power, Minor Action, Healing, Target: You and an adjacent ally, Effect: Your ally spends a healing surge and regains half the normal number of hit points. You regain hit points as though you had spent a healing surge.||Knife in the Back: Once per turn when you make a damage roll against an enemy that grants you combat advantage, you may add +1d6 damage per tier, or +1d8 if you hold a Hero card.|