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PFS StandardMercenary Reversal Feat 18

Auditory Commander Concentrate Incapacitation Mental 
Source Battlecry! pg. 35

Requirements You and your allies are currently outnumbered by enemies on the battlefield.

Even though the fight seems to be surging against you and your compatriots, you know that a key ally can always turn the tide. Choose a target you are currently observing. You assail it with a list of reasons why it should join you and why its defeat if it does not is surely inevitable. The target attempts a Will save against your class DC with the following results.
Critical Success The target is uninterested in joining you and is temporarily immune to further uses of this ability for 24 hours.
Success The target is stunned 1 as it is forced to consider the merits of your offer.
Failure The target swaps sides and joins you for the duration of the battle. It gains the controlled condition, but it can attempt a Will save whenever it takes damage or whenever you direct it to take an action that goes against its nature. On a success, the effect ends and it rejoins its former allies.
Critical Failure As a failure, but the target is so impressed by your leadership that it thanks you for the privilege of fighting alongside you; if it is still alive at the end of combat, it turns over any coins, wealth or other monetary possessions it has as tribute.

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.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Incapacitation:

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Mental:

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