Type: General
Source: Player's Handbook II
Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race's nomadic way of life has taught you several useful methods of dealing with strangers.
Prerequisite: Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive.
Benefit: You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities.
Canny Merchant: You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal.
Intuitive Communication: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not the same type as you, the DC is 30.
With a successful check, you learn the basic gist of the creature's speech. This ability gives you no special talent to speak the creature's tongue.
Social Agility: You can temporarily alter a creature's attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.