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PFS StandardConfusing Commands [two-actions] Feat 16

Auditory Commander Mental 
Source Battlecry! pg. 34

Prerequisites Deceptive Tactics

You shout out bewildering but authoritative commands while imitating the voices, linguistic quirks, and speech patterns of your opponents. Each enemy within the aura of your commander's banner must succeed at a Will save against your class DC or become confused for 1 round (2 rounds on a critical failure).
Targets who succeed at their saving throw are temporarily immune to Confusing Commands for 1 day.

Traits

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Commander:

This trait indicates abilities from the commander class.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.