The influence rules details some pretty detailed stat blocks for organizations and NPCs and give more complicated levels of interaction with them. While we may not use the system entirely as written (especially the DCs), we'll be using influence levels and the stats blocks to give NPCs and organizations more depth.
Verbal duel rules support trials and inciting riots. Definitely a good fit for the game we're running. Expect DCs to vary from case to case far more than the printed DCs. Unfortunately we were unable to find the full verbal duel rules on d20pfsrd or the Paizo PRD. We will share the full rules set with players we recruit.
These feat rules are popular and make many popular feat lines more accessible. While the PDF is long, scroll down to Patch Notes for the actual changes.
This system is well developed and gives players extra skills to put in flavorful choices over the more traditionally useful skills. Considering this game will involve a lot of social interaction and downtime, these skills are more important than ever.
Variant Multiclassing is allowed!
We will be using the Ultimate Campaign downtime rules.
We will be using Unchained's Alternate Crafting system!
Accessing and navigating the tunnels below the city is a skill possessed by many Isarn. Useful for avoiding authorities and criminals alike, those who descend below the streets aren't avoiding danger so much as they are trading one sort of danger for another.
While they navigate Isarn's underground, players will use the Knowledge: Engineering or Survival skills.
The streets of Isarn are a dangerous place, but when a fight does break out, the opponents have almost always carefully measured one another. Aggressors that attack opponents they've failed to gauge sometimes find their victims are stronger than they expected.
You can make a Knowledge: Local or Sense Motive check to determine the combat prowess of a creature. The DC is equal to 15 + the creature's CR. If the creature is actively hiding their talents or are disguised, this check is an opposed check against the creature's Bluff or Disguise check, respectively. Success means you accurately determine the creature's CR. The DMs will make all these checks in secret, so you cannot tell if you succeeded or failed.
Action: Varies. Gauging an opponent outside of combat requires one minute of observation before you can make your check. Sizing up an opponent during combat requires only a standard action.
Special: You take a -2 penalty to this check if your opponent is not the same creature type as you, unless you possess 2 or more ranks in the relevant Knowledge skill used to identify that creature type.
Failure: If you fail your Sense Motive check by less than 5, you cannot gauge the creature's strength. Failure by 5 or more means you are wildly inaccurate (50/50 chance of either halving or doubling their CR).
Try Again: You cannot retry a Sense Motive check to gauge an opponent until circumstances have changed significantly (such as witnessing the creature fight in a different combat, or determined by the DM)..
Since somebody always asks, we have considered this rules-set and decided NOT to include as one of our many options.