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.
Exploration An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
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.
Source: Player Core pg. 239
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.
Critical Success The target’s attitude toward you improves by two steps.
Success The target’s attitude toward you improves by one step.
Critical Failure The target’s attitude toward you decreases by one step.