Dani's Super Happy Pathfinder Fun Time
Skills and Feats House Rules
Weapon Finesse & Agile Maneuvers
Weapon Finesse and Agile Maneuvers no longer exist, as feats. Any feats, prestige classes, or other abilities with Weapon Finesse or Agile Maneuvers as a prerequisite treat all characters as possessing it. When a character wields a light or otherwise Weapon Finesse noted weapon, they can choose to use their Dexterity or Strength score, whichever is higher. Characters also use their Strength or Dexterity bonus, whichever is higher, when calculating their CMB.
Knowledge: Local: Knowledge: Local now relates to knowledge about a specific place, such as an area, country, or city. It overlaps in some ways with History, but only covers topics about that particular area. Local covers legends, famous personalities, inhabitants, laws, customs, traditions, and humanoids living in a given area.
Taking Damage While Flying: If you are attacked while flying (whether with wings, magic, or some other source) you must make a Fly check with a DC equal to the damage taken or lose 10 feet of altitude. This movement does not provoke attacks of opportunity and does not count against your movement.
Quick Stand: Acrobatics can be used to stand up from prone without provoking an attack of opportunity, using the same rules as tumbling through a threatened area (Acrobatics check vs. enemy’s CMD). Quick stand counts as a jump, so any bonuses to Acrobatics checks made to jump also apply to this roll.
Pick Up Item: You can make a DC 20 Acrobatics check to pick up an item from the ground as a swift action without provoking an attack of opportunity.
When Intimidate is used to inflict the Shaken condition on a foe, the penalty from the Shaken condition is increased by 1 point for every 5 ranks in Intimidate the character possesses.
Bluff, Diplomacy, and Intimidate in Conversation
Bluff, Diplomacy, and Intimidate represent skill in conversation and debate beyond simply lying, negotiating, and brow-beating. They represent different approaches to convincing your opponent that you’re right. A PC who has significant ranks in one or more of these skills should describe which skill they’re using, in which case they function similar to diplomacy, but represent their own unique approach, detailed below.
- Bluff represents not only deception and outright lying, but also tricking your opponent into exposing their own flawed logic and other rhetorical tricks. It is best used against intelligent foes who rely on logic more than emotion.
- Diplomacy is the most frequently used conversation skill. It represents negotiation, compromise, and fairness in debate. It is best used against reasonable people who don’t already have a hostile view of their opponents.
- Intimidate represents an aggressive and emotionally-charged approach to a debate or conversation and goes beyond simply threatening your opponent. Intimidate is best used on opponents who debate based on emotion, and emphasizes scaring an opponent with the consequences of their actions.
Group Weapon Proficiency (feat)
Instead of taking Martial Weapon Proficiency or Exotic Weapon Proficiency individually to pick one specific weapon in which to become proficient, characters instead choose the Group Weapon Proficiency feat. This feat gives them proficiency in an entire group of weapons. Additionally, feats that require selecting a single weapon — like Weapon Focus, Weapon Specialization, or Improved Critical — no longer apply to a single weapon, but rather to a weapon group, as shown below.
- Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe. APG: bardiche. UC: hooked axe, knuckle axe, mattock, pata.
- Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword. APG: chakram, falcata, khopesh, temple sword. UC: double chicken saber, double walking stick katana, great terbutje, katana, nine-ring broadsword, nodachi, seven-branched sword, shotel, terbutje.
- Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword. APG: bayonet, swordbreaker dagger, sword cane. UC: butterfly sword, gladius, kerambit, pata, quadrens, sica, wakizashi.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
- Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike. APG: bayonet, brass knuckles, wooden stake. UC: cestus, dan bong, emei piercer, fighting fan, iron brush, madu, mere club, scizore, tekko-kagi, tonfa, wushu dart.
- Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow. APG: double crossbow. UC: tube arrow shooter.
- Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
- Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip. APG: chain spear. UC: double chained kama, flying blade, kusarigama, kyoketsu shoge, meteor hammer, nine-section whip, sansetsukon, scorpion whip, urumi.
- Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer. APG: battle aspergillum. UC: aklys, mere club, taiaha, tetsubo, wahaika.
- Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike. APG: cestus. UC: bo staff, brass knuckles, butterfly sword, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, jutte, kuserigama, kyoketsu shoge, lunghsuan tamo, monk’s spade, nine-ring broadsword, nine-sectino whip, rope dart, sansetsukon, seven-branched sword, shang gou, tiger fork, tonfa, tri-point double-edged sword, urumi, wushu dart.
- Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
- Pole Arms: glaive, guisarme, halberd, and ranseur. APG: bardiche, bec de corbin, bill, glaive-guisarme, lucerne hammer, mancatcher. UC: hooked lance, monk’s spade, naginata, nodachi, rohomphaia, tepoztopili, tiger fork.
- Spears: javelin, lance, longspear, shortspear, spear, and trident. APG: boar spear, pilum. UC: amentum, harpoon, sibat, tiger fork.
- Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident. APG: boomerang, chakram, lasso. UC: Aklys, amentum, atlatl, harpoon, kestros, poisoned sand tube, rope dart, throwing shield, wushu dart.
The following is a new use for the Diplomacy and Intimidate skills, adapted from the Antagonize feat in Ultimate Magic. Because these are now uses for skills instead of a feat, all characters have access to it.
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Description: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute (10 rounds), the target takes a –2 penalty on all attack rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect. The penalty increases by 1 for every 5 ranks you have in Diplomacy.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to attack you or target you with a spell. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes an attack or casts a spell against you. The DC to affect a creature increases by +2 for each time it has been antagonized in one day.
New Feat: Infuriating Antagonism
Your taunts bite deep, questioning not only your opponent’s fighting prowess, but also their sexual preferences and lineage.
Benefit: You can make a Diplomacy or Intimidate check to antagonize as a move action. You also gain a +2 bonus on Diplomacy and Intimidate checks to antagonize.
Normal: Making a Diplomacy or Intimidate check to antagonize is a standard action.