General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


Dad Joke [one-action] to [two-actions] Feat 1

Auditory General Mental Skill 
Source Fools Aplenty


Nethys Note: This is a part of the April Fool's content from Paizo's blogs.

Using the power of punnery, you deliver a lovingly tailored joke at a creature within 60 feet. Attempt a skill check using the skill that would be used to identify the creature (e.g. Religion for a fiend); you can instead attempt a Lore check with a +2 circumstance bonus if the target is trained in that Lore or could be identified by that Lore when Recalling Knowledge. If you target a creature that isn’t a family member, this ability gains the incapacitation trait. The target is then immune to your Dad Jokes for 1 hour.

If you spend two actions to use this ability by setting up an especially elaborate punchline, your target also takes 1d4 mental damage, plus 1d4 additional damage at 3rd level and every 2 levels thereafter, with a basic Will save against the higher of your class DC or spell DC.

Critical Success The joke is so blindingly perfect-yet-awful that the target dissociates from reality. The creature is dazzled and stupefied 1 until the end of your next turn. Double the mental damage dealt to the target.
Success The target is stupefied 1 until the end of your next turn or until the creature targets you with a hostile effect, whichever happens first. The target takes full mental damage.
Failure The target is unaffected.
Critical Failure The target is unaffected. Your allies who hear the joke are so embarrassed by it that they can’t treat you as an ally for any effects until the end of your next turn.

Traits

Auditory:

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.

General:

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Skill:

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.

Shelyn's Corner

×