|Unofficial rules compendium|
Various games I've played earlier have had a general set of rules for interaction of both the social and physical kind. Pathfinder has physical interactions in the form of combat maneuvers, but entirely lacks social interactions. The expanded combat maneuvers from Pathfinder Roleplaying Game: Advanced Player’s Guide muddled the interaction rules by introducing many new interactions, each of which requires its own set of feats to do well. This is an attempt to straighten the lines.
- This is a work in progress.
All social interactions use skill rolls against a DC of 10 + twice the target's Will save modifier for the interaction in question. Interactions come in three kinds, influence (charm), scare (fear) and taunt (compulsion). Resistances and immunities to each kind of interaction applies, it is the modified Will save bonus that is used to calculate the interaction DC.
Making a social interaction is a standard action in combat. Out of combat, it is done as part of conversation, and generally takes at least a minute.
This is an attempt to change the attitude of another creature. It replaces the "influence attitude" task under Diplomacy. You cannot try to influence the attitude of a creature you or your companions are currently attacking, but you can do so in combat as long as you refrain from making actual attacks.
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