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Disarming Smile ReactionFeat 6


ArchetypeConcentrateEmotionMentalVisual
Source Pathfinder Adventure Path: Gatewalkers
Prerequisites Twilight Speaker Dedication

Trigger You are the target of a melee attack and the attacker has not rolled yet.

Requirements You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.


With a wide and sincere smile, you give your attacker pause. You attempt a diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours.


Critical Success Your enemy ceases their attack, momentarily taken aback by your disarming smile. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action.

Success Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you.

Failure The target's attack 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.

Archetype

This feat belongs to an archetype.

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.

Mental

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

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.