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Diplomacy Feats


Bargain Hunter Feat 1


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Bon Mot One ActionFeat 1


Source Pathfinder Advanced Player's Guide
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.

Effect: Bon Mot (Critical Success)

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.

Effect: Bon Mot

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

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.

Group Impression Feat 1


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Hobnobber Feat 1


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

No Cause For Alarm Three ActionsFeat 1


Source Pathfinder Advanced Player's Guide
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

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.

Discreet Inquiry Feat 2


Source Pathfinder Advanced Player's Guide
Prerequisites expert in Deception or Diplomacy

You are subtle in your efforts to learn the things you need to know.

When Gather Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information.

Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Encouraging Words One ActionFeat 2


Source Pathfinder Gamemastery Guide
Prerequisites trained in Diplomacy

Requirements The target ally lost Stamina Points within the last round.


You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a Diplomacy check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in Diplomacy, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.


Critical Success The ally recovers 2d8 Stamina Points.

Success The ally recovers 1d8 Stamina Points.

Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Glad-Hand Feat 2


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Entourage Feat 7


RareGeneralSkill
Source Pathfinder Lost Omens: Character Guide
Prerequisites master in Diplomacy, Hobnobber

You have a small group of admirers who tend to follow you around while you're in civilized settlements.

Your admirers are helpful to you, allowing you to make simple Requests of them such as purchasing basic equipment with your funds or finding a room at an inn.

These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they'll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM's discretion.

When you Gather Information, you can use your admirers to assist you, granting a +1 circumstance bonus to your Diplomacy check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the Hobnobber feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as Gather Information.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

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.

Evangelize One ActionFeat 7


Source Pathfinder Lost Omens: Gods & Magic
Prerequisites master in Diplomacy, you follow a deity or philosophy

You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.


Critical Success The target is Stupefied 2 for 1 round.

Success The target is Stupefied 1 for 1 round.

Failure The target is unaffected.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Shameless Request Feat 7


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.

Legendary Negotiation Three ActionsFeat 15


Source Pathfinder Core Rulebook
Prerequisites legendary in Diplomacy

You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a -5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances-it's generally at least a very hard DC of the creature's level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

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.