Herald of the Horn
Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Herald of The Horn is a class in Pathfinder: Wrath of the Righteous. Herald of The Horns can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.
"Even the loudest voice can often times be drowned out by the din of battle. Whether with the polished metal trumpet of a standing army or the crude curved animal horn of savage raiders, a herald of the horn sounds his raging song with thunderous blasts, which can bolster allies or shatter castle walls."
Herald of The Horn Information
- Alignment Requirement: Any
- Hit Die: +5
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +0
- Knowledge (World)
- Knowledge (Arcana)
- Lore (Nature)
- Lore (Religion)
- Use Magic Device
Herald of The Horn Features
- Bardic knowledge
- Inspired Rage
- Bonus Feat
- Skald Talent
- A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
Herald of The Horn Progression
Base Attack Bonus
|Level 1||+0||+2||0||2||Bardic knowledge, Inspired Rage, Bonus Feat, Arcane Bond - Object|
|Level 2||+1||+3||0||3||Skald Talent, Well-versed|
|Level 3||+2||+3||1||3||Rage Powers|
|Level 4||+3||+4||1||4||Uncanny Dodge|
|Level 5||+3||+4||1||4||Rousing Retort|
|Level 6||+4||+5||2||5||Rage Powers, Song of Strength|
|Level 7||+5||+5||2||5||Skald Talent, Horn Call, Raging Song (Move Action)|
|Level 8||+6/+1||+6||2||6||Improved uncanny dodge|
|Level 9||+6/+1||+6||3||6||Rage Powers, Damage Reduction|
|Level 10||+7/+2||+7||3||7||Dirge of doom|
|Level 11||+8/+3||+7||3||7||Crumbling Blast|
|Level 12||+9/+4||+8||4||8||Skald Talent, Rage Powers|
|Level 14||+10/+5||+9||4||9||Damage Reduction, Song of the Fallen|
|Level 15||+11/+6/+1||+9||5||9||Rage Powers|
|Level 17||+12/+7/+2||+10||5||10||Skald Talent, Crumbling Blast|
|Level 18||+13/+8/+3||+11||6||11||Rage Powers|
|Level 19||+14/+9/+4||+11||6||11||Damage Reduction|
|Level 20||+15/+10/+5||+12||6||12||Master Skald|
Herald of The Horn Abilities
A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.
At 2nd level, the Skald becomes resistant to sonic effects. The Skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects
The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a character already has unccany dodge from a different class, he automatically gains improved uncanny dodge instead.
The character can no longer be Flanked.
This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Rogue levels than the target does.
At 10th level, a Skald can create a sense of growing dread in his Enemies, causing them to become shaken. This only affects Enemies that are within 50 feet and able to hear the Skald's performance. The effect persists for as long as the enemy is within 50 feet and the Skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.
At 11th level, a Herald of the Horn can use his horn to create a devastating shock wave of energy. Once per day, he can sound a note on the horn that functions like a horn of blasting (DC = 10-1/2 the herald of the horn's level + his Charisma bonus). At 17th level, the herald of the horn can use this ability twice per day and it functions like a greater horn of blasting. Unlike an actual horn of blasting, this ability does not carry the risk of destroying the horn.
At 14th level, a Skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The Skald brings all allies within 50 feet back to life. The revived allies are alive but staggered. Each round, the Skald may expend another 1 round of raging song to keep them alive for another round. The allies automatically die if the Skald ends this performance or is interrupted.
At 20th level, Skald's inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Additionally, they act as if under a haste effect
At 3th level and every 3 levels thereafter, a Skald learns a rage power that affects the Skald and any allies under the influence of his inspired rage.
If a rage power requires another rage power (such as disruptive, which requires superstition), the Skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the Skald has rage powers from another source, he can use those rage powers durings an inspired rage.
If the Skald has the ability to rage frmo another source, he can use his skald rage powers during that rage as well.
As a Skald gains experience, he learns a number of talents that aid him and confound his foes. At 2nd level, a Skald gains a Rogue talent, as the rogue class feature of the same name. At 7th level and every 5 levels thereafter, the Skald gains an additional rogue talent. A Skald cannot select a rogue talent that modifies the Sneak Attack ability.
At 9th level, a Skald gains Damage Reduction. Subtract 1 from the damage the Skald takes each time he is dealt damage from a Weapon or a Natural Attack. At 14th and 19th levels, this damage reduction increases by 1. Damage Reduction can reduce damage to 0, but not below 0. Additionally, the Skald grants this DR to all allies affected by his inspired rage.
A Skald is proficient with all Simple and Martial Weapons, light and medium armor, and Shields (Except tower shields). A Skald can cast Skald Spells while wearing light and medium armor and even using a Shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a Skald wearing heavy armor incrus a chance of arcane spell failure if the spell in question has somatic components.
At 1st level, affected allies gain a +1 bonus to melee attacks and damage rolls and a +1 bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of Inspired Rage, allies other than the Skald cannot use any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increasy by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to attack and damage increasy by 1. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
At 7th level, a herald's horn enhances his sonic Spells. If a Skald spell with the sonic descriptor is cast using the horn, its DC increases by 1. These DCs increase by an additional 1 at 13th and 19th levels.
At 1st level, Skald gets a bonus feat from the list.
Allows you to craft scrolls during camping.
A bonded object can be used once per day to restore any spell slot.
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