| Gun Dragon |
My GM might let me have this feat as long as it's not overpowered.
Payday
Catfolk only, 5th level.
Supernatural
1/Week: A Catfolk may use PayDay attack with any melee or ranged attack, not counting spells.
Roll 1d6 and give each player's character's the amount of gold on the list below.
Gold coins magically pop out of thin air! This effect last's untill a successful hit or untill the 24 hours is up.
The gold is permanent.
Payday only affects one target.
1=40 Gold
2=60
3=40
4=60
5=40
6=60
Special: A successful crit gives 80 gold to each player character.
| JohnnyWhoa |
So... you want to play as Meowth? That's an... odd concept that I can't imagine being worth a feat.
If you want to make it viable and in good standing with existing concepts though, I might propose this:
Payday (SU)
Prerequisites: Catfolk, 5th Level
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). On a successful strike with an unarmed, natural or one-handed melee weapon, in addition to dealing damage normally, you may attempt a Steal Combat Maneuver that does not provoke attacks of opportunity. You gain a +2 bonus to this attempt. This bonus stacks with those granted by effects such as Improved Steal. You may use Payday once per day at first level, plus one more time per day for every four levels thereafter.
I based it off of how Stunning Fist operates. This way it's got some viability to it and can still be used for what you're trying to accomplish, albeit without polymorphing blood into money.
cfalcon
|
Ok, I have some serious issues with the feat.
First, you are having it deliver money to each PLAYER's character. This is a bad precedent: it maps something that isn't internal to the game world (number of players) to something that IS internal to the game world. If players Alice, Bob, and Charlie are running characters Andrew, Biggs, and Cothus, Cothus is going to be very confused if your PayDay doesn't pay him during a quest- and just try explaining to him that it's because Charlie had to work late and couldn't make gaming. He doesn't know who Charlie is, he's busy saving a world!
My second problem is, this is legit too much money by the game rules. It may be just fine given the campaign you are in. Assume you have a craft or profession that you have 20 ranks in, the max allowed. It's a class skill for you, so 23, and you have a +7 modifier, so 30. You work for a week, and roll the maximum number on the die. You make 25 gold that week.
Third, the pokemon move just scatters coins on the ground, which the winner (the player) picks up after the fight. The coins shouldn't pop up over anyone else, or be multiplied by the number of players.
Lets assume that you want PayDay to be better than a week's worth of work from a character of your level who is truly excellent for their level at their craft, because Meowths are cool like that. In fact, lets just make it twice as good. So at 20th level, we'd want PayDay to scatter 50 gold around, on average.
Here's my first version: Keep the Supernatural, and the Catfolk, and the week long cooldown. When PayDay hits a target in actual combat, it produces coins that are appropriate to the region you are in, worth (Character Level + Charisma Modifier) * 2d20 silver pieces. Gold pieces are produced preferentially, with the remainder in silver.
| Shiroi |
I'd make it something close to this...
Payday: 5 ranks in a profession or craft skill, Catfolk
Su
Once per week, make a profession or craft check as if to generate income. Generate gold coins equal to the result of this check, deal damage equal to the result of this check to a target within 30 feet, bypassing DR.
You get to skip AC and DR to deal a modest amount of damage and use your downtime cash skill even when you aren't in town. Seems fairly appropriate to me, be sure to ask for a Crafter's Fortune or whatever it's called from the wizard that day to max profit.