Blue_C.
2006-04-30, 12:13 AM
I came up with these ideas a while ago. Basically, this is a series of feats that depend on various perform skills to activate their powers. It started with the Wind Charmer, Water Chanter, and Fire Dancer feats, and expanded from there.
Let me know what you all think.
ACTING UP [General]
Prerequisite: Perform (Acting) 8 ranks
Benefit: You can substitute a Perform (Acting) check in place of Intimidate when trying to demoralize opponents. You may ignore size modifiers to Intimidate up to the number of ranks you have in Perform (Acting) when such modifiers do not benefit you (for instance, a small creature with 12 ranks in Perform (Acting) and this feat can demoralize an opponent of up to large size without penalty using this feat, and can still gain the +4 size bonus when intimidating tiny creatures).
CALMING MELODY [General]
Prerequisite: Perform (Keyboard Instruments) 8 ranks.
Benefit: ith a Full-round Perform (Keyboard Instruments) check, you duplicate the effects of either a Calm Animals or Calm Emotions spell (but not both), as a cleric of your character level. The DC to resist the effect is equal to your Perform (Keyboard Insturment) check result. You must continue playing (as a full-round action) to maintain the effect, and the duration is unlimited.
EPIC OF THE UNDYING [General]
Prerequisite: Perform (Oratory) 8 ranks.
Benefit: To use this feat, you must make a full-round DC 15 Perform (Oratory) check. If you succeed, one dying creature within 25 ft. is healed to 0 hp and becomes disabled instead of dying. For every 3 points by which your result exceeds 15, you may heal one additional creature.
FIRE DANCE [General]
Prerequisite: Perform (Dance) 8 ranks.
Benefit: To use this feat, you must make a DC 15 Perform (dance) check (in this case, the check is a move action). If you succeed, you become immune to the effects of heat. For every three points by which your check result exceeds 15, you gain 1 point of Fire resistence. Both these effects only last as long as you continue to use a move action each round to Perform (Dance).
SCATHING TAUNT [General]
Prerequisite: Perform (Comedy) 8 ranks.
Benefit: To use this feat, you must as a standard action make a Perform (Comedy) check equal to the target's HD+Will save modifier (including wisdom, feats and active spells). If successful, you suppress any morale bonus it has active on it for one round, plus one round for every 2 points you beat the DC. The target must be within five feet per rank you have in Perform (comedy) to be effected. This is a supernatural ability, and is suable only once per encounter.
STEADY BEAT [General]
Prerequisite: Perform (Percussion) 10 ranks.
Benefit: As a full-round Perform (percussion) action, you can bolster your allies resistence. For every five ranks you have in Perform (percussion), your allies within 50 ft gain a +1 to all saves. You must continue performing (as a full-round action) to maintain the effect.
WATER CHANT [General]
Prerequisite: Perform (Sing) 8 ranks.
Benefit: To use this feat, you must make a full-round DC 15 Perform (Sing) check. If you succeed, you duplicate the effects of the spell Animate Water, as a druid of your character level. The effect lasts only as long as you continue to devote a move action to maintaining the song, and you can see the animated water.
WIND CHARM [General]
Prerequisite: Perform (Woodwinds) 15 ranks
Benefit: By making a full-round perform (woodwinds) action, you can make it difficult for air creatures and projectiles to harm you and your allies. As long as you continue to make full-round perform (woodwind) actions, you and your allies gain +1 dodge bonus versus flying creatures and projectiles for every five ranks of perform (woodwinds) you have.
And finally,
SCREW THE MUSIC [General]
Prerequisite: Perform (stringed instrument) 5 ranks
Benefit: Taking any instrument listed under Stringed Instruments in the Perform Skill, you can attempt to use it to sunder or destroy an object. The instrument itself is immedietly destroyed, however, the attack deals damage to the target object equal to the number of ranks you have in Perform (stringed instruments). Masterwork instruments grant you a +1 to the attack roll for this sunder attempt, and +2 to damage. Magical instruments do not break.
Instruments created or summoned with any spell cannot be used for this feat.
Let me know what you all think.
ACTING UP [General]
Prerequisite: Perform (Acting) 8 ranks
Benefit: You can substitute a Perform (Acting) check in place of Intimidate when trying to demoralize opponents. You may ignore size modifiers to Intimidate up to the number of ranks you have in Perform (Acting) when such modifiers do not benefit you (for instance, a small creature with 12 ranks in Perform (Acting) and this feat can demoralize an opponent of up to large size without penalty using this feat, and can still gain the +4 size bonus when intimidating tiny creatures).
CALMING MELODY [General]
Prerequisite: Perform (Keyboard Instruments) 8 ranks.
Benefit: ith a Full-round Perform (Keyboard Instruments) check, you duplicate the effects of either a Calm Animals or Calm Emotions spell (but not both), as a cleric of your character level. The DC to resist the effect is equal to your Perform (Keyboard Insturment) check result. You must continue playing (as a full-round action) to maintain the effect, and the duration is unlimited.
EPIC OF THE UNDYING [General]
Prerequisite: Perform (Oratory) 8 ranks.
Benefit: To use this feat, you must make a full-round DC 15 Perform (Oratory) check. If you succeed, one dying creature within 25 ft. is healed to 0 hp and becomes disabled instead of dying. For every 3 points by which your result exceeds 15, you may heal one additional creature.
FIRE DANCE [General]
Prerequisite: Perform (Dance) 8 ranks.
Benefit: To use this feat, you must make a DC 15 Perform (dance) check (in this case, the check is a move action). If you succeed, you become immune to the effects of heat. For every three points by which your check result exceeds 15, you gain 1 point of Fire resistence. Both these effects only last as long as you continue to use a move action each round to Perform (Dance).
SCATHING TAUNT [General]
Prerequisite: Perform (Comedy) 8 ranks.
Benefit: To use this feat, you must as a standard action make a Perform (Comedy) check equal to the target's HD+Will save modifier (including wisdom, feats and active spells). If successful, you suppress any morale bonus it has active on it for one round, plus one round for every 2 points you beat the DC. The target must be within five feet per rank you have in Perform (comedy) to be effected. This is a supernatural ability, and is suable only once per encounter.
STEADY BEAT [General]
Prerequisite: Perform (Percussion) 10 ranks.
Benefit: As a full-round Perform (percussion) action, you can bolster your allies resistence. For every five ranks you have in Perform (percussion), your allies within 50 ft gain a +1 to all saves. You must continue performing (as a full-round action) to maintain the effect.
WATER CHANT [General]
Prerequisite: Perform (Sing) 8 ranks.
Benefit: To use this feat, you must make a full-round DC 15 Perform (Sing) check. If you succeed, you duplicate the effects of the spell Animate Water, as a druid of your character level. The effect lasts only as long as you continue to devote a move action to maintaining the song, and you can see the animated water.
WIND CHARM [General]
Prerequisite: Perform (Woodwinds) 15 ranks
Benefit: By making a full-round perform (woodwinds) action, you can make it difficult for air creatures and projectiles to harm you and your allies. As long as you continue to make full-round perform (woodwind) actions, you and your allies gain +1 dodge bonus versus flying creatures and projectiles for every five ranks of perform (woodwinds) you have.
And finally,
SCREW THE MUSIC [General]
Prerequisite: Perform (stringed instrument) 5 ranks
Benefit: Taking any instrument listed under Stringed Instruments in the Perform Skill, you can attempt to use it to sunder or destroy an object. The instrument itself is immedietly destroyed, however, the attack deals damage to the target object equal to the number of ranks you have in Perform (stringed instruments). Masterwork instruments grant you a +1 to the attack roll for this sunder attempt, and +2 to damage. Magical instruments do not break.
Instruments created or summoned with any spell cannot be used for this feat.