“You don’t like anything unpleasant, do you? You’re a slitherer-outer, that’s what you are! You slither away from anything you don’t like!”
― Howl's Moving Castle
The character gains +1 Charisma.
The character is an expert at avoiding obligations. If able to negotiate with the giver of the obligation, a player can roll a save vs. the Charisma of the giver and upon success is no longer bound, either ethically, legally, or spiritually. This applies to any entity, from innkeepers to kings to gods with whom the player makes an agreement for some future action. It does not apply to transactions that take place all at once, such as buying or selling...though it can apply to future agreements to sell or purchase.
The person or entity who's obligation is slithered out of knows exactly what the player is doing, but cannot avoid it or circumvent it. The response to the slithering-out-of can range from awe to fury depending on the personality of the recipient; however, their peers will consider any violence or retribution to be illegal, misplaced, and poor form. Forcing the player to accept the original deal is possible, but results in terrible consequences if done. This feat is effective against Geas or other magical compulsion, but only once per command (i.e. it does not dispel the magic) and only if the caster can be reasoned with.
Examples include: A fighter agrees to clear a basement of rats for 5 gp, but on completion slithers out of the agreement and renegotiates it. A rogue agrees to give an NPC a particular item at a later date, but when the time comes the player slithers out of the deal. A warlock is tasked by their entity to take some action but does not; when confronted, the warlock slithers out of the obligation. A teenager is told to be home at a particular time, "or else," but somehow slithers out of any punishment leaving the parent mystified.
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