Autohypnosis

Autohypnosis (Trained only)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities. Autohypnosis is a unique type of skill where the rank is equal to your effective character level and does not level based on the usual experience system.

Check
The DC and the effect of a successful check depend on the task you attempt.

Ignore Caltrop Wound
If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.

Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying
You can attempt to subconsciously prevent yourself from dying. Once per day, if you make a DC 35 check, you can a resist the damage from one attack that would otherwise incapacitate or kill you.

Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison
You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison.

Willpower
If within 10% of your total health, you can make an Autohypnosis check. If successful, you double your effective damage reduction for turns equal to your con modifier. However, you must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you lose -2 hitpoints/round.

Strenous actions include: full round attacks, double movements, jumping, tumble, or riding.

Action
None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again
Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.