🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Commitment to Equality Two ActionsFeat 4


ArchetypeAuditoryMentalSkill
Source Pathfinder Lost Omens Shining Kingdoms
Prerequisites Eagle Knight Dedication, expert in Diplomacy

You help an ally shake off any impediment that would give an enemy an unfair advantage. You rally a creature within 30 feet in an attempt to reduce its Frightened or Stupefied condition. If a creature has multiple conditions from this list, choose one. When you're a master in Diplomacy, add Clumsy and Enfeebled to the list of conditions. When you're legendary in Diplomacy, add Stunned to the list of conditions; if the stunned condition has a duration instead of a value, you can't use Commitment to Equality to reduce it.

Attempt a diplomacy check against the saving throw DC of the effect that caused the condition; if there was no saving throw DC, use the hard DC for the level of the creature, hazard, or item that caused the effect. You can't treat a condition that came from an artifact or effect above 20th level unless you're legendary in Diplomacy; even if you can, the counteract DC increases by 10. You can't treat a condition that is part of a curse or disease or is a natural state of the target. Once you attempt to treat a target's condition, that target is immune to further attempts for 1 hour, regardless of the result.


Critical Success Reduce the condition's value by 2.

Success Reduce the condition's value by 1.

Critical Failure Increase the condition's 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.

Archetype

This feat belongs to an archetype.

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.

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.