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    Pixie in the Playground
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    May 2013

    Default The Smooth Criminal 3.5 [PEACH]

    Smooth criminal

    Drawing by felsus

    Musicians usually end up as bards, travelling the world or troubadours or trobairitzes in courts on castles, admiring poetry, fine arts and knowledge of the arts. Others, come from the underworld, only having their bodies as instruments. The only thing they want is success, money and showing off. These are the smooth criminals.

    Characteristics: Usually smooth criminals are egotistical and love being the center of attention. They love learning new ways to impress people with their artistic abilities. Smooth criminals enjoy competing against other people for the stage prescence (and winning, of course).

    Race: Any race is fit to become a Smooth criminal, although agile races such as elves or catfolk favour this profession.

    Other classes: Smooth criminals enjoy sharing a stage with a capable bard, or another smooth criminal. Other classes remain neutral in his mind.

    Role: They fullfil the face role in a party and a buffing support with an arsenal of utility spell-like and supernatural abilities.

    Smooth criminals have the following game statistics.
    Abilities: Dexterity and Charisma are the key scores for the class. Both raise combat prowesses offensively and defensively; and determine strength of the performances a smooth criminal can execute.
    Alignment: Any Chaotic.
    Hit Die: d6
    Starting age: As bard.
    Starting gold: 4d4 x 10 gp (As bard).

    Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise(Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Dancing) (Cha), Perform (Singing) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Smooth criminal
    {table=head]Level|BAB |Fort|Ref|Will|Class Traits|AC bonus|Speed bonus
    1|+0|+0|+2|+0|Dance acts, Choreography +1, Fascinate, Performances I|+0|+0ft|
    2|+1|+0|+3|+0|Weapon finesse|+0|+0ft
    3|+2|+1|+3|+1|Performances II|+0|+0ft
    4|+3|+1|+4|+1|Pop star, Walking on stage|+0|+5ft
    5|+3|+1|+4|+1|Performances III, Perform anywhere I, Can't touch this|+1|+5ft
    6|+4|+2|+5|+2|Showmanship, No, no! Like this!|+1|+5ft
    7|+5|+2|+5|+2|Performances IV, Fatal attraction I|+1|+10ft
    8|+6/+1|+2|+6|+2|Choreography +2, Resilience (Evasion)|+1|+10ft|
    9|+6/+1|+3|+6|+3|Performances V|+2|+10ft
    10|+7/+2|+3|+7|+3|Shout, Perform anywhere II|+2|+15ft
    11|+8/+3|+3|+7|+3|Performances VI|+2|+15ft
    13|+9/+4|+4|+8|+4|Performances VII, Resilience (Improved Evasion)|+3|+20ft
    14|+10/+5|+4|+9|+4|Choreography +3, Fatal attraction II|+3|+20ft
    15|+11/+6/+1|+5|+9|+5|Performances VIII, Perform anywhere III, Kick it up a notch|+3|+20ft
    16|+12/+7/+2|+5|+10|+5|Resilience (Uncanny dodge)|+3|+25ft
    17|+12/+7/+2|+5|+10|+5|Performances IX, Thriller|+4|+25ft
    18|+13/+8/+3|+6|+11|+6|See? Like this! Come on everyone!|+4|+25ft|Sneak attack +5d6
    19|+14/+9/+4|+6|+11|+6|Performances X|+4|+30ft|
    20|+15/+10/+5|+6|+12|+6|Greater shout, Perform anyhow, anywhere, Choreography +4, Resilience (I. Uncanny dodge)|+4|+30ft|

    Class features
    All of the following are class features of the Smooth Criminal.
    Weapon and Armor Proficiency:
    Smooth criminals are proficient with all non-exotic light weapons.

    Smooth criminals are not proficient with any armor or shields.

    When wearing armor, using a shield, or carrying a medium or heavy load, a Smooth criminal loses all his class features excluding proficiencies.

    Can't touch this (Ex)
    Such a charismatic character can influence people to doubt when hitting him. When unarmored and unencumbered, the smooth criminal adds his Charisma bonus (if any) to her AC. In addition, a smooth criminal gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every four smooth criminal levels thereafter (+2 at 9th, +3 at 14th, and +4 at 17th level).

    These bonuses to AC apply even against touch attacks or when the smooth criminal is flat-footed. He loses these bonuses when he is immobilized or helpless.

    Dance acts
    Like a bard with his songs, The Smooth criminal has acts that motivate his teammates during fights. He can use these dances one time per class level.
    Starting a dance act effect is a standard action. While using Dance acts a smooth criminal cannot perform (see performances below).
    • Note: For all instances in which bardic music abilities are listed as prerequirement, dance acts count towards that specific prerequirement, replacing 'bardic music' and 'bard' in each occasion with 'dance act' and 'smooth criminal' respectively. Master of arts feat (see below) is the only exception to this rule.
    Choreography(Su)A smooth criminal with 3 or more ranks in Perform (Dancing) skill can coordinate him and his allies in a complex choreography bolstering them against charm effects and improving their combat abilities. To be affected, an ally must be able to see the smooth criminal dance. The effect lasts for as long as the ally hears the smooth criminal sing and for 3 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm effects and a +1 morale bonus on AC and reflex saves rolls. At 8th level, and every six smooth criminal levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Choreography is a mind-affecting ability.
    • Note: Any effect that would target Insipire courage such as feats (Words of creation, etc) or items (Badge of valor, etc) for example, can affect Choreography in exactly the same way, treating it as an Inspire courage effect.

    A smooth criminal with 3 or more ranks in Perform (dancing) and 3 or more ranks in Perform (singing) can use his dancing and/or singing to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and able to pay attention to him. The smooth criminal must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a smooth criminal attains beyond 1st, he can target one additional creature with a single use of this ability.

    To use the ability, a smooth criminal makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the smooth criminal cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the show, taking no other actions, for as long as the smooth criminal continues to play and concentrate (up to a maximum of 1 round per class level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the smooth criminal to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    No, no! Like this!(Sp)
    A smooth criminal of 6th level or higher with 9 or more ranks in Perform (dancing) can subject a humanoid creature that he has already fascinated to a puppeteer effect (as the spell). Using this ability does not break the smooth criminal's’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
    Using No, no! Like this! doesn’t count against a smooth criminal’s daily limit on dance acts. A Will saving throw (DC 10 + ½ smooth criminal’s level + smooth criminal’s Cha modifier) negates the effect. This ability affects only a single creature (but see See? Like this! Come on everyone!, below). No, no! Like this! is an enchantment (compulsion), mind-affecting, language dependent ability.

    A smooth criminal of 9th level or higher with 12 or more ranks in Perform (dance) can use his dance moves to make himself or a single willing ally within 30 feet, more attuned to his surroundings and more reactive to danger. For every three levels a smooth criminal attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To make someone resilient, a smooth criminal must dance and an ally must see him dance. The effect lasts for as long as the ally sees the smooth criminal dance and for 3 rounds thereafter. A creature boosted with this ability is treated as if having the evasion ability. This ability improves at level 13, granting improved evasion instead; at lvl 16, conceding uncanny dodge on top of improved evasion; and one more time at lvl20 giving affected creatures Improved Evasion and Improved Uncanny dodge. Resilience is a mind-affecting ability.

    SHAMONE! (Sp)
    A smooth criminal of 12th level or higher with 15 or more ranks in Perform (singing) use music to create an effect equivalent to the Freedom of movement spell (caster level equals the character’s smooth criminal level). Using this ability requires a full round, and it functions on a single target within 30 feet. You can spend 3+1d4 dance act uses to activate this ability as an immediate action A smooth criminal can’t use SHAMONE! on himself.

    Kick it up a notch (Su)
    A smooth criminal of 15th level or higher with 18 or more ranks in a Perform (dancing) and 18 or more ranks in Perform (singing) skill can use his music and dance moves to massively increase fighting potential in himself or a single willing ally within 30 feet. For every three smooth criminal levels the character attains beyond 15th, he can make one additional creature kick it up a notch. To kick it up a notch, a smooth criminal must sing and dance and an ally must hear and see the smooth criminal perform for a full round. An affected creature gains a +2 morale bonus on initiative and an extra attack at his highest attack bonus when making a full attack action (this effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round). The effect lasts for as long as the ally hears and sees the smooth criminal sing and for up to 3 rounds thereafter. At lvl 20, this ability grants affected creatures 2 extra attacks at their highest attack bonus when making a full attack action, instead and a +4 morale bonus to initiative. Kick it up a notch is a mind-affecting ability.

    See? Like this! Come on everyone! (Sp)
    This ability functions like No, no! Like this! above, except that a smooth criminal of 18th level or higher with 21 or more ranks in a Perform (dancing) skill can make the puppeteer effect to affect simultaneously any number of creatures that he has already fascinated. See? Like this! Come on everyone! is an enchantment (compulsion), mind-affecting, language-dependent ability

    Weapon finesse (Ex)
    At lvl 2 the Smooth criminal gains the Weapon finesse feat.

    Walking on stage (Ex)
    At 3rd level, a smooth criminal gains an enhancement bonus to his speed, as shown on the table.

    Pop star (Ex)
    At lvl4 the Smooth criminal gains the following skill synergies:

    For every 4 ranks in Perform (dancing), the smooth criminal gains a +1 bonus on Perform (singing) checks.

    For every 4 ranks in Perform (singing), the smooth criminal gains a +1 bonus on Perform (dancing) checks.

    Perform anywhere (Su)
    These effects take place only when a smooth criminal is dancing. A smooth criminal may supress any of these abilities at will.
    • I He acts as if under a permanent spider climb effect.
    • II He acts as if under a permanent waterwalk spell effect.
    • III He acts as if under a permanent air walk spell effect.

    At 6th level, a smooth criminal may add his Charisma modifier instead of another stat on Fortitude or Willpower saving throws.

    Fatal attraction(Ex)A smooth criminal learns to use his character in all situations, even improving his attitude towards fighting.
    • I At 7th level a smooth criminal may add his Charisma modifier to his attack rolls.
    • II At 14th level a smooth criminal may add his Charisma modifier to damage rolls.

    Shout (Sp)
    At lvl 10 a smooth criminal with 13 or more ranks in Perform (singing) can utter a sharp and loud shout that hursts and deafens creatures caught in the blast.
    This works exactly as the Shout spell.
    A smooth criminal can use this ability a number of times equal to his Charisma modifier per day and every 1d3+1 rounds.

    Thriller (Sp)
    A smooth criminal's dancing has become so great even dead want to dance with him.
    If the smooth criminal has 20 or more ranks in Perform (Dancing), he can target up to two bodies that have died in the last (Smooth criminal level) rounds. The corpses functions as if a raise dead spell had been cast upon them, except that they does not lose a level and have half of his normal hit points. They alive (not undead) for the duration of the spell and can be healed normally, but die as soon as the spell ends.
    While the subjects are under this spell, they are not affected by resurrection or raise dead.
    The targets gain a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed him.
    This ability may only be used up to once per week.

    Greater shout (Sp)
    At lvl 20 the smooth criminal can produce a louder scream if he has 23 ranks or more in Perform (singing).
    This works exactly as the Greater shout spell. A smooth criminal can use this ability a number of times equal to one half his Charisma modifier (rounded down) per day and every 1d6+2 rounds.

    Perform anyhow, anywhere (Su)
    The smooth criminal is treated as if under a permanent Favor of the martyr and Avoid planar traits spell effect whenever dancing. A smooth criminal may supress this ability at will.

    Performances (Sp)

    Table: Performances per day - Perfomance prepared

    The smooth criminal gains 2 performances per level.
    More performances can be learned through reading books or play drafts, or by learning from another artist. A smooth criminal needs 24 hours to learn a new performance.
    Most of the performances a Smooth criminal knows are kept in a personal diary or small book where he makes his annotations and little changes to personalize each performance.

    A smooth criminal’s level limits the number of performances he can prepare and execute. His high Dexterity score might allow him to execute a few extra performances. He only has to prepare a Performance once and may render it as many times as his daily limit allows him. To prepare a Performance the smooth criminal must have a Dexterity score of at least 10 + the Performance’s level and a Perform (dancing) rank and a Perform (singing) rank equal or higher to double the performance's level.

    The amount of Performances prepared per day and Performances a smooth criminal can execute is the same (see Table: Performances per day - Perfomance prepared above), with the exception that the amount of times a smooth criminal can execute performances is affected by the table Table 1–1: Ability modifiers and bonus spells in PHB p. 8, treating the performances as spells and Dexterity as the relevant ability score.

    The rest of the restrictions a smooth criminal has while preparing his performances are the same as a wizard that prepares his daily spells.

    However, repeated practice of performances give the smooth criminal enough muscle memory for some presentations and doesn't have to prepare them(as shown on Table: Memorized performances). While these known performances do not count towards the daily limit of preparation, they do count (when, and if, used) towards the daily usage limit of Performances.

    Table: Memorized performances

    Performance list

    The listed performances work as the arcane spell version except that they are considered as a spell-like ability rather than arcane magic. If another class states in its class traits that it levels up a previously acquired spellcasting class, the smooth criminal is selectable as such, taking into account that performances would be considered spells for this purpose.

    Any metamagic applicable to an arcane caster's version of the spell is applicable to performances as long as the smooth criminal has a way of applying it, using higher level performance slots instead of higher level spell slots.

    The CD for performances unless noted otherwise is equal to 10 + Performance level + [CHA mod].

    Performances I:
    Sticky fingers
    Joyful noise
    Gather crowd
    Guiding light
    Accelerated movement
    Buzzing bee
    Insightful feint
    Master’s touch
    Shock and awe
    Sonic blast
    Serene visage
    Wings of the sea
    Nerve skitter
    Ray of clumsiness
    Beningn Transportation
    Distract assailant
    Spell flower
    Light of Lunia

    Performances II:
    Dimension hop
    Tactical precision
    Dissonant chant
    Charming act
    Lights on me
    Baleful transportation
    Inky cloud
    Distracting ray rework
    Entice gift
    Sting ray
    Reflective disguise
    Phantom foe
    Body of the sun
    Fins to feet
    Ironthunder horn
    Lively step
    Slide, greater
    Snake’s swiftness
    Sonic weapon
    Speak to allies
    Surefooted stride
    Wings of air
    Light of mercuria
    Resist energy
    Battering ram

    Performances III

    Creaking cacophony
    G’elsewhere chant
    Dissonant Chord
    Portal alarm
    Anticipate teleportation
    Avoid planar effects
    Reverse arrows
    Regal procession
    Servant horde
    Circle dance
    Telepathic bond, Lesser
    Mesmerizing glare
    Ray of dizziness
    Capricious zephyr
    Glowing orb
    Great thunderclap
    Light of Venya
    Resonating bolt
    Sonorous hum
    Sound lance
    Wall of light
    Cone of Dimness
    Suspended silence
    Mind poison
    Spider poison
    Air breathing
    Amorphous form
    Deeper darkvision
    False gravity
    Hamatula barbs
    Shadow phase
    Spell vulnerability
    Steel dance

    Performances IV:
    Look at me!
    Speech link
    Ray deflection
    Resist Energy, mass
    Translocation trick
    Wall of sand
    Wall of water
    Know vulnerabilities
    Battle Hymn
    Rebuke, greater
    Blistering radiance
    Force weave
    Wing bind
    Sensory deprivation
    Corporeal instability
    Fire stride
    Wings of air, greater
    Stone shape

    Performances V:
    Assay Spell resistance
    Voice of the dragon
    Sirine’s grace
    Ruin delver’s fortune
    Zone of respite
    Dimension door
    Phantasmal thief
    Cacophonic burst
    Cacophonic shield
    Fire shield
    Sonic Rumble
    Sonic rumble
    Death throes
    Blink, greater
    Lucent lance
    Surefooted stride, mass

    Performances VI
    Nightstalker’s transformation
    Body harmonic
    Modify memory
    Dimension door, greater
    Anticipate teleportation, Greater
    Seal portal
    Probe thoughts
    Interplanar telepathic bond
    Freezing fog
    Ray of light
    Fires of purity
    Gem jump
    Ray of entropy
    Cloak of the sea
    Stone body

    Performances VII
    Body outside body
    Otto's resistible dance
    Reflective disguise, Mass
    Energy immunity
    Symphonic nightmare
    Emerald Flame Fist
    Radiant assault
    Energy ebb
    Brilliant aura
    Elemental body
    Stone shape, greater

    Performances VIII
    Nixie’s grace
    Spell engine
    Plane shift, greater
    Maddening whispers
    Lightning ring
    Shifting paths

    Performances IX
    Gratuitous violence
    Otto's Irresistible Dance
    Instant refuge

    Performances X
    Planar bubble
    Programmed amnesia
    Replicate casting
    The greatest show on earth

    Added performances:

    Gather crowd
    Level: Smooth criminal Performance I
    Components: V, S, F
    Restrictions: Must be in a settlement or populated area.
    Effect: This performance draws in a crowd. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the smooth criminal's class level × the result of the bard's Perform check. The crowd gathers over the next 1d10 rounds. If the smooth criminal fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.
    Special: If used for one round, then the performance can't be used for 1d4 rounds.
    From: Milo v3's new repertoire bard.

    Lights on me
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Smooth criminal Performance II
    Components: V, S,
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./4 levels)
    Target: One humanoid creature/2 levels
    Duration: 1 round/2 levels
    Saving Throw: Will negates
    Spell Resistance: Yes

    This performance makes a humanoid creature regard you as the biggest threat in range (treat the target's attitude as hostile) and forces her to attack you the best way she can (that meaning, the most powerful attack she can deliver). Each time the creature is attacked by you or your allies, however, it receives a +2 cumulative bonus on its saving throw.
    You must speak the person's language to communicate your taunts, or else be good at pantomiming.

    Look at me!
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Smooth criminal Performance IV
    Components: V, S,
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./4 levels)
    Target: One living creature/2 levels
    Duration: 1 round/2 levels
    Saving Throw: Will negates
    Spell Resistance: Yes

    This performance works exactly like Lights on me except that the effect is not restricted by creature type or size.

    Dimension hopping
    Conjuration [Teleportation]
    Level: Smooth criminal performance XIII
    Range: Self
    Target: You
    Duration: 1 round/4 levels

    You may teleport yourself and carried items as an immediate action up to 5ft/2 levels once per round as a swift action.

    Otherwise it works exactly like the dimension door spell.

    Gratuitous violence
    Level: Smooth criminal performance IX
    Components: V
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/3 levels
    Duration: 1 round

    Whenever a creature affected by Gratuitous violence makes a melee attack against a flanked foe or against a foe denied its Dexterity bonus, he doubles the weapon's damage dice (including enchantments), deals an extra (Smooth criminal level/2)D6 points of damage, his weapon’s threat range is doubled, and rolls made to confirm critical threats are automatically confirmed. The increased threat range granted by this spell can’t go over the maximum threat range allowed by standard rules (15-20).
    Creatures immune to extra damage from sneak attacks are immune to the
    extra damage dealt by your attacks.

    The greatest show on earth
    Enchantment [Mind-Affecting]
    Level: Smooth criminal Performance X
    Components: V, S, F,
    Restrictions: Must be with one or more bards of at least half the smooth criminal's level. May only perform in towns or cities with at least 1.000 people.
    Saving Throw: No
    Spell Resistance: Yes
    Effect: Your perfect stage rises from the ground. It is no more than 100ft x 100ft and it contains magic items worth no more than 7,500g which disappear after the show is over. These items can replicate visual effects from spells but do not, under any circumstance, replicate any of the effects that would affect creatures (such as damage, energy drain, fear, compulsions and so on). The stage lasts 1 hour per smooth criminal level. Casting this spell again while it is active refreshes the duration of the stage, disappears the items created with the first cast and creates new ones specified in the new casting. While standing in on the stage you may cast Detect thoughts at will, even if you don't know the spell, on all the people in the crowd. As long as you keep performing this doesn't overwhelm you.
    Anyone standing in this stage gains a +10 morale bonus to Perform.

    While performing you draw in an enormous crowd, usually full towns. The size of the crowd depends on the local population and the amount of time the smooth criminal and his group perform. When performing in a duo it is typically is a number of people equal to (the smooth criminal's class level+the bards class level) × (the result of both Perform checks/2).

    When performing in a group the amount of people is equal to (the smooth criminals level + the levels of the other performers / the amount of other performers) x (The result of perform checks / total number of performers)

    The crowd gathers over the next 2d20 rounds.

    For every hour performed, the crowd grows by 10% of the initial amount of people drawn.

    If performing for more than 1d4 hours in a big city, beings from other random planes have a 25% chance of coming to see the show. The amount of creatures that come this way is around 10% of the initial amount of people drawn. Only non-hostile creatures may be allured this way.

    If performing for more than 1d20+10 hours in an important metropolis of a populated plane, you have a 2% chance of getting the attention of a god.

    Living creatures listening to the show are treated as if they were fascinated.

    After the show is over the crowd disperses over the next 6d20 rounds, asking for autographs and offering you different assortment of things.

    You get a +10 untyped bonus to any social skill for the next 6 months involving anyone who saw you perform the greatest show on earth.

    Focus: Any amount of all materials you want in your stage. You do not need to be carrying them (they can be laying around, or part of the local earth's minerals).

    Feat addendum
    Dancing performances
    Prereq: Perform (dancing) 4 ranks, Perform (singing) 4 ranks, Concentration 4 ranks
    Whenever a Concentration check would be required to use performance or a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can use performances while using a dance act. Dance acts abilities that require concentration still take a standard action to perform.

    Master of arts
    Prereq: Dance acts, Bardic music ability
    If you have levels in smooth criminal and bard, those levels stack for the purpose of determining the determining the number of times per day that you can use your dance acts and bardic music. This feat does not allow additional daily uses of dance act or bardic music abilities beyond what your class levels would normally allow. In addition, you can multiclass freely between the smooth criminal and bard classes. You still face the normal XP penalties for having multiple classes more than one level apart.

    Grand master of arts
    Prereq: Master of arts, 2 Perform skills rank 13 or higher
    Your bard, and smooth criminal levels stack for the purpose of determining which kinds of bardic music you can use (but not any other effect related to bardic music) and which kind of dance acts you can use (but not any other effect related to dance acts). You must still meet the Perform skill rank requirement to use various kinds of bardic music and dance acts.
    Last edited by Kazy; 2013-12-09 at 10:15 AM.

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