Seasoned Command
Prerequisites master in either Diplomacy or Intimidation
Allies intuitively follow your orders. Choose an ally within 30 feet and then attempt a Diplomacy or Intimidation check against a hard DC for that ally's level. This counts as a preparatory action to Aid that ally. Regardless of your result, the ally is then temporarily immune to your further uses of Seasoned Command for 1 minute.
Critical Success You immediately gain an additional reaction that can be used only to Aid the chosen ally, and you gain a +1 circumstance bonus to your skill check or attack roll to Aid.
Success As critical success, but you don't gain the circumstance bonus.
Failure You don't gain an additional reaction.
Special Once per hour, you can Take the Lead of a troop as a free action (rather than 2 actions). Outside of combat, you can establish leadership of a troop and grant a skirmish bond in half the normal time (5 minutes and 4 hours, respectively).
Traits
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.
An action with this trait requires a degree of mental concentration and discipline.
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.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.