
Seasoned Command [one-action] Feat 7This Feat may contain spoilers from the Pathfinder #223: Hell's Destiny Adventure
Uncommon Auditory Concentrate General Linguistic Mental Skill Source Pathfinder #223: Hell's Destiny pg. 232Prerequisites master in
Diplomacy or
Intimidation
Allies intuitively follow your orders. Choose an ally within 30 feet and then attempt a
Diplomacy or
Intimidation check against a hard DC for that ally’s level. This counts as a preparatory action to
Aid that ally. Regardless of your result, the ally is then temporarily immune to your further uses of Seasoned Command for 1 minute.
Critical Success You immediately gain an additional reaction that can be used only to
Aid the chosen ally, and you gain a +1 circumstance bonus to your skill check or attack roll to Aid.
Success As critical success, but you don’t gain the circumstance bonus.
Failure You don’t gain an additional reaction.
Special Once per hour, you can
Take the Lead of a troop as a free action (rather than 2 actions). Outside of combat, you can establish leadership of a troop and grant a skirmish bond in half the normal time (5 minutes and 4 hours, respectively).
Traits
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.
Concentrate: An action with this trait requires a degree of mental concentration and discipline.
General: A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Linguistic: An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Skill: A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.