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The listing is: Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
The debate is:
Does Versatile Performance Automatically allow a bard to substitute his Performance skill rank in place of the related skill rank automatically or does he have to actually 'perform' to get the increased value (assuming he jacks his performance skill up)? That is...does he actually need to sing, dance, string, wind, etc.... or just automatically substitute his Versatile Performance skill anytime? All it states is: "He can use his bonus in that skill in place of his bonus in associated skills."
For example, let's say that a bard maxes out his perform skill and does not put any skill pips into specific skills like Dance or sing. Now in combat he wants to bluff (total rank is say 5), but using Sing (total rank is say 15) under versatile performance, he wants to substitute his bluff and jack it to a 15 (without actually singing) because his argument is that is the whole point of Versatile Performance.
I would contend that you would need to actually perform an act of singing (Bluff or sense motive) to gain the Versatile Performance rank or dance in order to gain the performance level of acrobatics or fly.
His argument for dance would be that since his performance skill is so high, Versatile Performance means that his dancing is so high (took at 6th level)therefore he is so skilled, that he can always use Perform in place of a normal acrobatics check since dancers are just more agile.
I have a question in regards to the creation (crafting) of magic items using the metamagic feats. Craft Wand states:
Prerequisite: Caster level 5th. Benefit: You can create a wand of any 4th-level or lower spell that you know.
This implies that you can only imbue a wand with a spell that you know and have in your repertoire of spells.
Craft Wondrous items as well as the Craft rods, staves, etc… all state:
Prerequisite: Caster level 3rd. Benefit: You can create any wondrous item whose prerequisites you meet.
So lets take one as an example:
Hat of Disguise: Construction Requirements Craft Wondrous Item, disguise self; Cost 900 gp
To me this implies that you need to be able to cast the Spell disguise self as well as meet the other costs. The wording in these feats though make it seem that you could use a scroll, using the skill Use Magical device, and cast the disguise self from the scroll to make the hat.
I think the wording should be altered to reflect the proper meaning of these feats. My issue is that if you can make magical items my casting off of a scroll, then I see Bards as being the best Crafters in the game and that does not sit right with me. It seems more likely that the wizard needs to have the spell in his/her book or the sorcerer needs to have the spell as a known spell. I have read other threads that state you can ‘tag-team’ and have someone else cast a spell into the item to enchant is. This seems wrong to me, but can not find the wording in the rules to say ya or nay to these.
The one thing that has been missing from the WOC DND is some way to track reputation. Reputation should have a bearing on the characters as they gain renown for either being famous or infamous thus impacting bluff, intimidate, and diplomacy checks. Other systems include simple version that just increase per character level such as Star Wars Revised Core rules. Others have detailed systems such as the Game of Thrones d20 RPG that allow a lot of options but are a bit more cumbersome. Other games incorporate it much more integrally, such as 7th Sea.
Personally I like the idea of event based reputation. “Rather than determining reputation increases purely by class levels, the DM can enhance characters' reputations based on the characters' actual adventures. At an adventure's conclusion, he can hand out awards to the characters who were known to have participated, representing how much more famous (or infamous) their recent actions have made them.
This variant doesn't change much about the game (beyond what the reputation variant does in general). Characters have a slight incentive to choose adventures that will earn them more fame, because their later social interactions will be more likely to succeed. But reputation is a double-edged sword in the D&D game, because it can turn into notoriety with a simple twist of the plot.
The same peasants who buy the PCs drinks at the tavern one night might try to turn them in for a reward later after the sheriff frames the PCs for murder.
If the characters earned public acclaim for ending a threat to the community's safety, aware each PC a 1-point increase in his or her reputation score at the adventure's conclusion. If the accolades came from a narrower circle of people, then each character gets a 1/2-point increase. A single 1/2-point increase has no effect on reputation-related skill checks, but two such increases combine to provide a fill 1-point increase. Of what the characters accomplishes in the adventure directly affected, or came to the attention of, only a few (or no) other people, the PCs don't get a reputation boost. This determination is obviously a judgment call.“
No matter the final version, I think this type of system is a necessity of the game to add more ‘roleplaying’ in lieu of just more combat abilities. These make for great plot and story devices.
Sound off and let me know what you think and how it would work best in the Pathfinder mechanics.
While testplaying it was pointed out that this version of the Beta lists the toughness as 3 HP +1/HD. Can you take this feat multiple times and does it stack? It does not state one way or another. My ruling was you could only take it once unlike the 3.5 PHB version. Any thoughts? The toughness feat on page 95 should be clarified one way or another.
One interesting skill that I was wondering if it would get a second look at is the heal skill. The rules state about how to apply first aid, long term care, how to treat poison as well as diseas. But one thing that concerns me is how does a character diagnose an illness, disease, or poison short of detect poison? The skill description does not allow you determine a type of disease...only treat it.
One suggestion may be to treat it more like the new identify, where the heal skill can 'diagnose' an ilness or poison but at a higher DC and the Detect poison spell can either be a guaranteed result or add a +10 to the heal skill.
How else would and adventuring party or a village healer (natural) be able to diagnose the vast number and types of illnesses, diseases, or poisons?
Any thoughts or am I missing something?
Full Name
Shishka "boom"
Race
Gnome
Classes/Levels
Gunslinger 3/ Bard 3 | HP 66/66 | AC 18; FF 14; T 15 | F: +7; R: +10; W: +6 | Perc +10 | Init +7 | Bard performance: 0/10
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AC 18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 size)
HP 66 (6 HD; 3d8+3d10+12)
Fort +7, Ref +10, Will +6; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities nimble +1
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within 90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster must also be able to see the creatures affected. For every three levels the prankster has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 15) to negate the effect. If a creature’s saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster. While the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function.
This ability replaces fascinate.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance.
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Deeds Use Grit to perform special abilities with your firearms.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Experimental Firearm (mwk pistol) (Ex) Can use Gunsmithing feat on experimental firearm only.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Grapple Launcher The experimental gunsmith’s firearm includes a special set of rails that allows her to slide a grappling hook over the barrel and fire it as a full-round action. The grappling hook anchors into anything she successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to her attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the experimental gunsmith’s firearm, reducing its range increment by 50%.
Grit (Ex) 3/day Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Versatile Performance (Comedy) +13 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
fuse grenade: This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.
Iron pellet grenade: This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.
Pink and Green Sphere (Ioun Stone) (cracked): This stone grants a +1 bonus on one Charisma-based skill. (perform (comedy).
flare cartridge: When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.
black powder: (10) Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon. Black powder is often stored and transported in kegs (which hold 100 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explode—a single keg that explodes in this manner deals 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects the powder from explosion.
Clockwork Prowler (Advanced): A more advanced version of the clockwork prowler, this device is more metal than wood. It moves at a speed of 20 feet and can be programmed with up to four right-angle turns. Each turn requires 1 round to program along with a DC 15 Disable Device check. If this check is failed, roll d% each time the prowler attempts to turn. On a result of 1-10, it fails to turn. On a result of 11-20, it instead turns on the next round. An advanced clockwork prowler can carry up to 60 pounds of weight at full speed, or up to 120 pounds at a speed of 10 feet. It has hardness 10, 150 hit points, and when in motion has AC 15 (a motionless advanced clockwork prowler has AC 8).
Stage Magic: When you use an attention-getting alchemical item such as a flask of alchemist’s fire, smokestick, thunderstone, or another appropriate alchemical item (GM’s discretion) as part of a performance, you gain a +2 trait bonus on your Perform check for the duration of that performance. The item is expended without its normal effects and only serves to make your performance more impressive; for example, you could pretend to ignite yourself with alchemist’s fire as part of a Perform (comedy) check or make a dramatic appearance with a smokestick as part of a Perform (act) check, but you would not actually take fire damage or gain concealment from smoke.
her story:
Shishka is owner and proprietor of “Shishka’s Gadgets Galore Emporium” (commonly referred to as the SGGE) located in Terrelton. The store is known as a tinkerer’s paradise having all sorts of different gadgets and gizmos galore. Some have even been known to actually do what they are designed to do others do something completely different, and still a few other do absolutely nothing.
Shishka runs the business with her brother Dingle. Travelers and adventurers travel from all around to see what unique items have found their way onto the store’s shelves. Some come to sell their goods at a fair price. The Emporium has eventually been known as a pawn shop and some have come to call it “ye Ole magic shop” But SGGE is what Shishka likes to call it.
Shishka spend much of her free time working on gadgets but has become quite the interesting gunsmith. Once she got her hands on that old broken pistol she managed to make modifications to and it now almost never leaves her side.
Shishka is the younger of the two siblings and as such Dingle is constantly teasing her. This has prompted Shishka to become quite the prankster herself. But sometimes she is not so sure when to stop. Many times her jovial, light hearted and ditzy demeanor hides a nugget of a good idea, sometimes it’s hard to find but it is usually there.
At times Shishka and Dingle are called to help repair the elevator to the ferry dock. Many in town believe that they are now the only ones that can fix it now; Bubblegum the universal adhesive, who knew?
It is rumored that Shishka and Dingle have been brokering deals with some mermaid selling Gizmos and gadgets, in exchange for seashells, but those rumors have never been confirmed and neither of them is telling either. Of course Shishka does have a rather impressive shell collection.
Over the last few days business has slowed, less and less adventurers stop by. Shishka has decided to visit some of the larger towns to see what is going on…