Weapon Skills

Who likes spending a feat on a weapon that (with a few exceptions), is not much better than a martial one, especially when you just want it for looks (I’m looking at you katana).  Once possible solution is to treat weapon proficiencies as skills.

Weapon Skills
Essentially you are using skill points to buy the weapon proficiency feat.  Each rank reduces the non-proficiency penalty for the weapon by one.  A character cannot not devote more ranks this way than they have levels and never more than four ranks for a weapon.  A character cannot use this rule to buy other feats.

Notes:
Weapons which can be used as martial weapons when wielded two handed still count as such.  Using the weapon one handed uses the modified non-proficiency penalty.

Weapons which provide a benefit for being proficient with them only provide this benefit once you are fully proficient with them.

 

Arcane Shield Training [Feat]

Arcane Shield Training
Prerequisites: Shield Proficiency
Benefit: When using a shield other than a tower shield you may take a swift action to decrease your channel of spell failure due to the shield by 10%.  Additionally your shield had is considered free for the purpose of casting spells, but not delivering touch spells.  However a magus spell combat ability cannot be used while they wield a shield in this manner.
Normal: Shields cause arcane spell failure.

Bikini Armor

I think the scantily clad fantasy heroines are generally unrealistic, but there are a lot of them and I won’t say that I don’t like them.  So I figured it would be fun to make equipment and feats to compliment them.  So I present you with Bikini Armor!

Bikini Armor [Armor]
Bikini armor is designed to give up some of it’s protection for the purpose of being more revealing and attractive.  Bikini Armor costs half as much a regular armor and has half the AC bonus rounded up.  Additionally a female character with a charisma of 10 or higher gets a +1 bonus to bluff and diplomacy checks while wearing visible bikini armor for every point of AC lost, however they also receive a -1 to intimidate for each point.  For ever two points of AC lost reduce the armor check penalty of the armor by one.

Light Bikini Armor Proficiency [Feat]
Prerequisites:  Light Armor Proficiency
Benefit:  You know how to make hits strike the protected parts of your armor.  While wearing light bikini armor your armor is considered to have an armor bonus one point higher than normal.  This feat has no benefit while wearing regular armor.

Medium Bikini Armor Proficiency [Feat]
Prerequisites:  Medium Armor Proficiency, Light Bikini Armor Proficiency
Benefit:  You know how to make hits strike the protected parts of your armor.  While wearing medium bikini armor your armor is considered to have an armor bonus two points higher than normal.  This feat has no benefit while wearing regular armor.

Heavy Bikini Armor Proficiency [Feat]
Prerequisites:  Heavy Armor Proficiency, Medium Bikini Armor Proficiency
Benefit:  You know how to make hits strike the protected parts of your armor.  While wearing heavy bikini armor your armor is considered to have an armor bonus three points higher than normal.  This feat has no benefit while wearing regular armor.

Sexy and Dangerous [Feat]
Prerequisites: Intimidate 1 rank, Light Bikini Armor Proficiency
Benefit:  You give off an aura of danger despite your revealing armor.  While wearing bikini armor you do not suffer a penalty to intimidate checks, instead the bonus that would normally be gained to bluff and diplomacy checks is added to your intimidate checks as well.

Injections [Alchemist Discovery]

Injections
The Alchemist has developed a technique allowing them to change the target of their extracts from self to touch.  They do this by placing the extract into an injecting device and placing it against an unarmored area of the target.  Doing this provokes an attack of opportunity.  Using this ability against a willing target does not require a check, but using it against an unwilling target requires a touch attack.  If the extract does not have a saving throw listed a fortitude save is allowed for unwilling targets.  An alchemist can have one extract in an injector at a time.  An injector cannot be used by another character even if the alchemist possesses the infusion discovery.

We Be Goblins!

Over the weekend Jess and I were visiting friends in St. Paul to play games and go to the renaissance festival.  While down there we decided to run the We Be Goblins! adventure by Paizo.  It was probably one the funniest and most enjoyable gaming experiences I’ve had and the results with the whole group laughing so hard we were in tears.  I won’t say too much because I don’t want to ruin it for someone who may want to play it but some highlights I can share in part because we had to add some goblins due to us having too many people.

During a fight one goblin stopped to cut the head off a dog so he could wear it as a magic helmet.

On the one instance were everyone was working together and successfully sneaking they all attacked a single target killing it then quickly lost their stealth by cheering very loudly.

It really was a you had to be there experience but it was pretty amazing and if you’re looking for a fun one shot I recommend it!  Also the pdf is free and the bound copy is $5 so  it’s a cheap entertainment.

Weapon Trick [Feats]

Weapon Trick [Combat]
Prerequisites: Weapon Focus
Benefit: You have practiced doing tricks with weapons as a result whenever you are using a weapon with which you have weapon focus that has a special feature you never provoke an attack of opportunity for using that feature with that weapon.
Normal: You provoke attacks of opportunity from features such as disarm, sunder, and trip.

Disarming Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the disarm special feature.

Distracting Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the distracting special feature.

Sundering Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the sunder special feature.

Tripping Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the trip special feature.
Normal:  You cannot use trip with a weapon that does not have the trip special feature.

Ghost Hunter [Feats]

Ghost Hunter
Prerequisites: Perception 1 rank
Benefit: When attacking an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can harm the creature with non-magical weapons (which do half damage) or if wielding a magical weapon a successful check allows you to do full damage.  This check must be made for each attack including multiple attacks from the same weapon.  If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do no damage with non-magical weapons and half damage from magical weapons to incorporeal creatures.

Ghost Armor
Prerequisites: Ghost Hunter, Perception 5 ranks
Benefit: When being attacked by an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can apply half your armor, shield, and natural bonus (rounded down) to attacks made by an incorporeal creature.  This check must be made for each attack.  If you have 10 or more ranks in Perception you apply your full armor bonus for armor, shield, and natural armor on a successful check.  If the attacker’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do not gain your armor, shield, or natural armor bonus against attacks from incorporeal creatures.

Ghost Grappler
Prerequisites: Ghost Hunter, Improved Grapple
Benefit: You may make a DC 15 + the creature’s hit dice perception check as a free action in order to try and grapple an incorporeal creature.  You must still make a grapple check as normal.  You must continue to succeed at the perception check each round of the grapple.  If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You cannot grapple incorporeal creatures.

Roll20.net gives players a better way to game over long distances…

Check out roll20.net if you have wanted to try roleplaying over online chat, or to enhance a game you may already be running over the net via Google Chat or a similar software.  There is some work to be done, and the GM does need prep time, but overall its seems so far to be a user friendly and useful tool for roleplaying over the internet.