Expanded Perform
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Expanded Heal | Knowledge Astrology | Knowledge Nature |
Expanded Craft | Knowledge Ritual | Profession Herbalist |
Expanded Profession | Perform | Practical Profession |
Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills.
You could have several Perform skills, each with its own ranks, each purchased as a separate skill.
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.
- Act (comedy, drama, mime)
- Comedy (buffoonery, limericks, joke-telling)
- Dance (ballet, waltz, jig)
- Keyboard instruments (harpsichord, piano, pipe organ)
- Oratory (epic, ode, storytelling)
- Percussion instruments (bells, chimes, drums, gong)
- String instruments (fiddle, harp, lute, mandolin)
- Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
- Sing (ballad, chant, melody)
Check: You can impress audiences with your talent and skill.
Perform DC | Performance |
10 | Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day. |
15 | Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day. |
20 | Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation. |
25 | Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation. |
30 | Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. |
A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.
Action: Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description.
Try Again: Yes. Retries are allowed, but they don’t negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)
Special: A bard must have at least 3 ranks in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 6 ranks in a Perform skill to inspire competence, 9 ranks to use his suggestion ability, 12 ranks to inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks to inspire heroics, and 21 ranks to use his mass suggestion ability. See Bardic Music in the bard class description.
In addition to using the Perform skill, you can entertain people with sleight of hand, tumbling, tightrope walking, and spells (especially illusions).
A character may also gain a synergy bonus on Perform if he is attempting to gain money by acrobatic feats from a crowd. Characters with 5 or more ranks in tumbling or tightrope walking gain a +2 synergy bonus to their perform skill when used in this manner. The bonus given is for characters performing before crowds for their enjoyment. This bonus cannot apply to Bardic Music checks.
Also, a character with the Prestidigitation spell or similar illusions may attempt to perform minor tricks for the enjoyment of crowds. Having any of these spells active provide a +10 bonus to the Perform check to gain money or to awe primitive cultures with the perform skill. As with the synergy bonus with tumbling, this bonus is narrowly construed and cannot be applied to other uses of the Perform skill.
Influence Others: The following tables may be used by bards and non-bards to have non-magical effects on listeners. Bards using their performance skill in this manner do not use up their Bardic Music for the day.
Type of Performance | DC | Effect of Performance |
Minor Mood Influence | 12 | Can raise or lower reaction if they hear the music (This influence is by +1) |
Anger invoker | 15 | Reactions are reduced by 2 and there can be fights over such songs. |
Depression songs | 18 | Songs that can invoke a deep depressing aura over the listeners, they have a –2 to all skill checks while listening to the music |
Moderate Mood Influencer | 21 | Can raise or lower reaction if they hear the music (This influence is by +3) |
Charisma Enhancer (Befriender Song) |
25 | These songs can make the singer so much more appealing to the audience, gaining a +3 charisma check for 1 hour after the listeners hear the song. |
Major Mood Influencer | 30 | Can raise or lower reaction if they hear the music (by +5) Inspired* or Hindered* |
Type of Performance | DC | Effect of Performance |
Decent Storytelling | 12 | Provides minor distraction, influences listeners to have a –2 to spot & listen checks. |
Good Storytelling | 15 | Provides good influence, -3 to listener spot & listen checks |
Impressive Storytelling | 18 | Listeners enthralled in the story, -5 to other related checks, they have a +2 reaction adjustment for 1 week toward story teller |
Superior Storytelling | 21 | Impressed & swooned, +5 reaction check toward story teller. |
Timeless Storytelling | 25 | Awed, +8 reaction check toward story teller |
Grandeur Storytelling | 30 | Inspired* (+10 reaction check toward story teller) & they gain moral bonus, and if a similar class would try to join the Storyteller. |