Trained only.
You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.
Check: The DC and effect depend on the task you attempt.
Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you've been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information . Each successful check (DC 15) allows you to memorize up to 250 words or the equivalent of a what could be comfortably contained on an 8 ½-by-11 inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check (DC 15).
Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check (DC equal to the poison’s save DC) on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison's secondary damage.
Willpower: If reduced to your disabled threshold, you may make an Autohypnosis check (DC 20). If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties-you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.
Try Again?: For resist fear and memorize, you can make a check once per round. You can't try again to tolerate poison. You can't try again in the same round for willpower.
Special: You can take 10 on Autohypnosis checks, but you can't take 20.
Time: Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.