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<blockquote data-quote="LiquidBlue" data-source="post: 3135863" data-attributes="member: 40911"><p><strong>Some minor changes</strong></p><p></p><p>I have gone ahead and changed the proposed <strong>Psychic Sense</strong> to explicitly restrict the protection from flat-footedness to flat-footedness caused by not yet acting in combat.</p><p></p><p>I have not yet changed animal companionship as there seems to a split on the best way to adjust it.</p><p></p><p></p><p></p><p>I would like to hear comments on the <strong>Summoning Concetration</strong> feat, as of all the feats I proposed it seemed to me to be the most radical. It quickly loses its power as a character goes up in caster-levels, but for the low level caster it seems to be a powerful addition.</p><p></p><p></p><p></p><p>I have thought a bit about the <strong>Inspire Cooperation</strong> Feat. I like the idea of giving the Bard more options for its bardic music ability, but a flat +2 bonus to charisma checks seems to lose it usefulness. I wonder if we could treat this feat like the tactical feats and it give it a number of benefits.</p><p></p><p>Specificly, I am thinking that it could give additional abilities at higher bard and perfrom levels.</p><p></p><p>Consider:</p><p></p><p>Option 1: Let the bonus scale as <strong>Inspire Courage</strong>. IE, +4 at bard level 8, +6 at blvl 14, +8 at blvl 20.</p><p></p><p>Option 2: Add additional abilities</p><p></p><p><strong>Inspire Cooperation</strong> as written at blvl 1.</p><p><strong>Inspire Teamwork</strong> at blvl 6.</p><p><strong>Inspire Friendship</strong> at blvl 9.</p><p></p><p><strong>Inspire Teamwork</strong></p><p>A bard of 6th level or higher with 9 or more ranks in a Perform skill can use his music or poetics to help his allies work more effectively together. All allies within 30 feet and able to see and hear the bard are affected. The bard must also be able to see the allies to be affected. </p><p></p><p>His allies gain a +1 <em>insight</em> bonus to the attack bonus provided by flanking and to the bonus provided by an aid another action for as long as they continue to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire Teamwork is a mind-affecting ability.</p><p>[sblock=explanation]I made it an insight bonus as I seems that the bonus is derived from greater insight into the actions and motivations of fellow teammates. Alternatively, it could be a moral bonus.[/sblock]</p><p></p><p><strong>Inspire Friendship</strong></p><p>A bard of 12th level or higher with 15 or more ranks in a Perform skill can use his music or poetics to cause a creature to become more friendly towards him and his allies. The creature must be aware the bard, and be able to see him. The bard 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 bard attains beyond 12th, he can target one additional creature with a single use of this ability. </p><p></p><p>To use the ability, a bard 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 bard cannot attempt to influence that creature again for 24 hours. If its saving throw fails, the creature charges its attitude towards the bard and his visible allies according the the diplomacy table but based off the bard's perfom check. This improved attitude lasts for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). The creature reverts to its former attitude upon the expiration of this effect and remembers everything that occured. </p><p></p><p>Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Adjust the creature's attitude based on this new check. This adjustment may result in a more hostile attitude, but never a friendlier one.</p><p></p><p>Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Inspire Friendship is an enchantment (compulsion), mind-affecting ability.</p></blockquote><p></p>
[QUOTE="LiquidBlue, post: 3135863, member: 40911"] [b]Some minor changes[/b] I have gone ahead and changed the proposed [B]Psychic Sense[/B] to explicitly restrict the protection from flat-footedness to flat-footedness caused by not yet acting in combat. I have not yet changed animal companionship as there seems to a split on the best way to adjust it. I would like to hear comments on the [B]Summoning Concetration[/B] feat, as of all the feats I proposed it seemed to me to be the most radical. It quickly loses its power as a character goes up in caster-levels, but for the low level caster it seems to be a powerful addition. I have thought a bit about the [B]Inspire Cooperation[/B] Feat. I like the idea of giving the Bard more options for its bardic music ability, but a flat +2 bonus to charisma checks seems to lose it usefulness. I wonder if we could treat this feat like the tactical feats and it give it a number of benefits. Specificly, I am thinking that it could give additional abilities at higher bard and perfrom levels. Consider: Option 1: Let the bonus scale as [B]Inspire Courage[/B]. IE, +4 at bard level 8, +6 at blvl 14, +8 at blvl 20. Option 2: Add additional abilities [B]Inspire Cooperation[/B] as written at blvl 1. [B]Inspire Teamwork[/B] at blvl 6. [B]Inspire Friendship[/B] at blvl 9. [B]Inspire Teamwork[/B] A bard of 6th level or higher with 9 or more ranks in a Perform skill can use his music or poetics to help his allies work more effectively together. All allies within 30 feet and able to see and hear the bard are affected. The bard must also be able to see the allies to be affected. His allies gain a +1 [I]insight[/I] bonus to the attack bonus provided by flanking and to the bonus provided by an aid another action for as long as they continue to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire Teamwork is a mind-affecting ability. [sblock=explanation]I made it an insight bonus as I seems that the bonus is derived from greater insight into the actions and motivations of fellow teammates. Alternatively, it could be a moral bonus.[/sblock] [B]Inspire Friendship[/B] A bard of 12th level or higher with 15 or more ranks in a Perform skill can use his music or poetics to cause a creature to become more friendly towards him and his allies. The creature must be aware the bard, and be able to see him. The bard 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 bard attains beyond 12th, he can target one additional creature with a single use of this ability. To use the ability, a bard 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 bard cannot attempt to influence that creature again for 24 hours. If its saving throw fails, the creature charges its attitude towards the bard and his visible allies according the the diplomacy table but based off the bard's perfom check. This improved attitude lasts for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). The creature reverts to its former attitude upon the expiration of this effect and remembers everything that occured. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Adjust the creature's attitude based on this new check. This adjustment may result in a more hostile attitude, but never a friendlier one. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Inspire Friendship is an enchantment (compulsion), mind-affecting ability. [/QUOTE]
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