Diplomacy Feats in Aeon Elementa | World Anvil
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Diplomacy Feats

Level 1

Cooperative Nature [Level 1]

Diplomacy
You were taught from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

Cultural Attaché [Level 1]

Diplomacy
You have studied a multitude of cultures and are quick to figure out the specific traditions and idiosyncrasies of them. When taking the Gather Information Activity of Diplomacy, you can choose to gather information about the culture you are in to gain the Trained rank in the Lore of the culture. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. Additionally, whenever you use Gather Information in a society whose Lore you are at least trained in, you gain a +2 circumstance bonus. If you are an expert, increase this bonus to +4, if you are Master to +6 and if you are Legendary, to +8.

Diplomat [Level 1]

Diplomacy
You’ve studied in traditional statesmanship, politics and the world around you. You gain the trained proficiency rank in Deception and Diplomacy. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the Lore of your culture.

Dress To Impress [Level 1]

Diplomacy
 
You always dress in the proper attire for the situation, adjusting colors and cut for the court you find yourself in. Increase the Item Bonus from wearing Fine Clothes to +2 and apply the bonus to all uses of Diplomacy with nobles and high society.

Haughty Obstinacy [Level 1]

Diplomacy
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

Peacemaker [Level 1]

Diplomacy
You understand the cultures and traditions outside your society, using it to avoid violence between your cultures. You gain a +1 circumstance bonus to Diplomacy checks against creatures from a culture who Venerates a cultural trait your culture Neglects. You also gain this bonus on Perception checks to Sense the Motives of such creatures.

Watchful [Level 1]

Diplomacy
 
You to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.

Level 5

Inspire Imitation [Level 5]

Diplomacy
Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.

Smooth Operator [Level 5]

Diplomacy
 
You are used to smoothing over the stumblings and insults your allies invariably make when they are in over their heads. Whenever an ally fails or critically fails on a Diplomacy or Deception check, you may use the Aid action as a reaction by fabricating a quick excuse or putting in a few calming words.

Supernatural Charm [Level 5]

Diplomacy
 
You have learned a small bit of magic you can use to become more appealing or alluring. You can cast 1st‑level charm as an arcane innate spell once per day.

Level 9

Cooperative Soul [Level 9]

Diplomacy
Prerequisites Cooperative Nature
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.

Diplomatic Envoy [Level 9]

Diplomacy
 
You’ve continued to refine the knowledge and skills you’ve gained through your cultural studies. When you choose a skill in which to become trained with Cultural Attaché, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Cultural Attaché expires.
When the effects of Cultural Attaché and Diplomatic Envoy expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Cultural Attaché or make you an expert in the skill you chose with Diplomatic Envoy.

Level 13

Ambassador [Level 13]

Diplomacy
Requirement Diplomatic Envoy
Frequency Once per day
 
You’ve perfected your ability to keep up with all the skills you’ve learned over your cultural studied, so you’re almost never truly untrained at a cultural skill. You reflect on your life experiences, changing the skills you selected with Cultural Attaché and Diplomatic Envoy.

Cultural Chameleon [Level 13]

Diplomacy
Requirement Cultural Attaché
 
You are quick at figuring out the cultures of others. When taking the Gather Information activity to gain knowledge about a culture, you need only spend 1 minute of conversation with a member of the culture.

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