Diplomacy Feats

General Skill Feats


1st Level Diplomacy Feats (Req Trained in Diplomacy)

  • Bon Mot - Distract a foe with a witty quip.


2nd Level Diplomacy Feats (Req Expert in Diplomacy)

  • Glad-Hand - Make an Impression on a target you've just met.


7th Level Diplomacy Feats (Req Master in Diplomacy)




Diplomacy Training (Feat 1)

General
Skill

Prerequisites Intelligence 12


You become Trained in Diplomacy.


Bargain Hunter (Feat 1)

General
Skill

Prerequisites Trained in Diplomacy


You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.

Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.


Bon Mot [A] (Feat 1)

Auditory
Concentrate
Emotion
General
Linguistic
Mental
Skill

Prerequisites Trained in Diplomacy


You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

Success As critical success, but the penalty is –2.

Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.


Group Impression (Feat 1)

General
Skill

Prerequisites Trained in Diplomacy


When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.


Hobnobber (Feat 1)

General
Skill

Prerequisites Trained in Diplomacy


You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.


No Cause for Alarm [AAA] (Feat 1)

Auditory
Concentrate
Emotion
General
Linguistic
Mental
Skill

Prerequisites Trained in Diplomacy


You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

Critical Success Reduce the creature's frightened value by 2.

Success Reduce the creature's frightened value by 1.


Glad-Hand (Feat 2)

General
Skill

Prerequisites Expert in Diplomacy


First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.


Shameless Request (Feat 7)

General
Skill

Prerequisites Master in Diplomacy


You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

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