Priest_Sidran said:
HAUNTED BY THE MELODY: Whether it was a song that your character heard in passing as a child, or one that only you can hear you are haunted by a siren's song which has driven you to the life of an adventurer, hoping one day that you will find it. Benefits of the feat is where I get caught up, I wanted it to give a perform bonus to music which is performed to earn money, as the character has collected songs from every race and culture, making them more pleasing. On this one I am really stuck...HELP!!!
New Feats in the Works
KNOW THE PATH [General]
You have a talent for finding the way out of situations where others might end up lost
Prerequisites: Must be taken at first level, Wis 15+
Benefit: You are able to cast find the path at will on a successful concentration check. The DC of the check depends on the difficulty of the path you are trying to reveal as set by te DM (Loosely based of the chart for Bardic Knowledge).
Design Notes: Having trouble with the wording of the DC system, It should be relatively hard for almost every time this feat is used in this way IMO, and for the easier DC's they should be looking for it without the feats help...
Ok, I like the idea of the first.
Perhaps something like this:
Haunted by the Melody
Prerequisites: Perform (any) 4 ranks, bardic music, fascinate
Special: Must be taken at 1st level
Benefits: When using the
fascinate ability, you may use your fascinate ability to instead gain a bonus amount of gp per person in the audience for performing equal to your check result divided by 5, rounded down.
As for the second, I think that is much too powerful. Find the Path is a high level divination spell (6th level) and is nicknamed "Ruin the Adventure" for a good reason. Thus, I wouldn't allow it unless you're REALLY willing to deal with a highly constrained adventure structure. Instead, I would go with something like:
Intuitive Pathfinder
Pre-reqs: Wis 15+, must be taken at first level
Benefits: 1/week, after making a successful concentration check, you may gain a +10 insight bonus to a single check related to bypassing a non-living obstacle, (a spiked pit trap, a fast-flowing river, a locked door, etc.) or the password necessary to disarm a magical trap.
In this way, it is still powerful, but if you as GM need to press the players on further, they won't bypass ALL of your traps without effort, and you can avoid having to create a DC chart for each possible type of obstacle.