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| GinTonic02-24-07, 02:44 PM | Skill Trick FASCINATING WEAPON DRILL You can dazzle on-lookers with your weapon drill prowess. Prerequisite: Perform (Weapon Drill) 6 ranks. Perform (Weapon Drill) is presented in the Complete Warrior (pg 121). Benefit: When you take a full-round action to show off your weapon drill skill, you attempt to improve their disposition towards you. All on-lookers who are considered [i]helpful must make a will save or be fascinated, similar to the bardic music ability. Each creature must be within 60 feet, in plain sight, able to see you, and able to pay attention to you. For it to be fascinated, each creature must not be immune to mind-affecting spells. The distraction of nearby combat or danger prevents this ability from working. If a reach weapon is being used, you must have at least 5 feet clear all around you to perform. To determine the effects, make a Perform (Weapon Drill) check. Use the table Influencing NPC Attitudes (PHB pg 72) as if this were a diplomacy check. Each creature who can be effected has his disposition changed according to the table. For example, if the skill check result is a 30, all hostile creatures will become indifferent, all unfriendly creatures will become friendly, and all other creatures will become helpful. This disposition change lasts only as long as the weapon drill is maintained. Each creature who is now has the disposition of helpful must make a will saving throw or become fascinated. The DC of the saving throw is 10 +1 for each three ranks in Perform (Weapon Drill) (rounded down) + Cha bonus. The DC increases by +1 if you are using two weapons (only if you have the Two-Weapon Fighting feat), a reach weapon, or an exotic weapon (these bonuses may stack). You may continue the weapon drill for as many rounds as you have ranks in Perform (Weapon Drill). Each creature receives a cumulative +1 bonus to its saving throw for each round it has witnessed your performance (this bonus extends to previous encounters). Once a creature makes its saving throw, you can not fascinate it again, although you can still influence it's disposition. Each fascinated creature does not get to automatically make a new saving throw each round. A fascinated creature (see DMG pg 301) will sit quietly and watch the weapon display, taking no actions, as long as the display lasts. While fascinated, a creature takes a -4 penalty on skill checks made as reactions such as Listen and Spot checks. Any potential threat, such as one of your allies approaching the creature, allows the creature a new saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell at the creature, or aiming a ranged weapon at the creature, automatically breaks the effect. A fascinated creature's ally may shake it free as a standard action. Fascinate is an enchantment (compulsion), mind-affecting ability. ----- I put this together because the Perform (Weapon Drill) skill isn't particularly useful as written. I had originally pitched this to my group as a feat before I had read the Complete Scoundrel. I had toyed with making it an opposed check (vs. sense motive), but I found it too difficult to balance since the Perform (Weapon Drill) skill gets a ton of bonuses from BAB and combat feats. I would allow this as a class skill for rogues, monks, samurai, fighters, swashbucklers, ninjas, and the Tome of Battle classes. Comments, suggestions welcome. |