Skald Class Features/Abilities

Skald Features
Battle Scion Features
Court Poet Features
Demon Dancer Features
Herald of The Horn Features
Hunt Caller Features
Battle Singer Features

 

Skald Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Well-versed

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

Uncanny Dodge

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.

Song of Strength

At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.

 

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Improved Uncanny Dodge

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.

Dirge of Doom (Skald)

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

 

Song of the Fallen

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.

Master Skald

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

Rage Powers

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.

Skald Talent

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.

 

Damage Reduction (Skald)

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.

Weapon and Armor Proficiency (Skald)

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.  

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

Inspired Rage

 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.)

 

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

 

 

Battle Scion Features

 

Skald Talent

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.

Inspired Rage

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.)

Bonus Feat (Skald)

At first level, a Skald gets a bonus feat from list.

Weapon and Armor Proficiency (Skald)

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.

 

Battle Prowess

Whenever a Battle Scion would gain a rage power from the skald’s rage power ability (at 3rd level and every 3 skald levels thereafter), he can instead choose to gain a combat feat or teamwork feat for which he meets the prerequisites.

The Battle Scion can grant this feat to allies under the effect of Inspired Rage, as long as those allies also meet the prerequisites, but he must expend 3 rounds of raging song for each round in which he grants a teamwork feat.

Uncanny Dodge

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.

Damage Reduction (Skald)

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.

Well-versed

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

 

Improved Uncanny Dodge

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.

Song of Strength

At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Dirge of Doom (Skald)

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.

 

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

Song of the Fallen

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.

Master Skald

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

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

 

Courtly Presence

At 1st level, a Battle Scion's bearing radiates command and presence, allowing him to tower over his opponents in social situations. The Battle Scion gets a bonus equal to 1/2 his character level to Persuasion Checks made to indimidate. However, his bardic knowledge ability applies to only Knowledge (World)

Scribe Scrolls

Allows you to craft scrolls during camping.

Bardic Knowledge (Battle Scion)

A Skald gets a bonus equal to 1/2 his class level (minimum +1) on Knowledge (World) skill checks.

 

 

Court Poet Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Uncanny Dodge

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.

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Improved Uncanny Dodge

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.

 

Dirge of Doom (Skald)

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action

Song of the Fallen

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.

Master Skald

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

 

Rage Powers

At 3rd 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.

Weapon and Armor Proficiency (Skald)

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.  

Skald Talent

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.

Damage Reduction (Skald)

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.

 

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.

Scribe Scrolls

Allows you to craft scrolls during camping.

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

Insightful Contemplation

At 1st level, affected allies gain a +2 morale bonus to Intelligence and Charisma and a +1 morale bonus on Will saving throws. but they also take a -1 penalty to AC. At 4th level and every 4 skald levels thereafter, the song's bonus on Will saves increases by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Intelligence and Charisma increases by 2. (Unlike the Barbarian's rage ability, those affected are not fatigued after the song ends).

 

Handling the Crowd

At 2nd level, a Court Poet gains a +1 bonus to AC when adjacent to two or more creatures. In addition, his movement is not impeded by crowds and he gains a bonus equal to half his skald level on Diplomacy checks to influence crowds.

Song of Inspiration

At 6th level, a Court Poet can use raging song to inspire his allies to greater mental clarity. Once each round while the Court Poet uses this performance, allies within 30 feet who can hear him can add half him Skald level to all Wisdom-based skill checks.

 

 

 

Demon Dancer Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Well-versed

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

Fiendish Maw

At 3rd level, whenever a Demon Dancer inspires rage, all who accept his rage gain a bite attack dealing 1d6 points of damage. This damage increases to 1d8 at 7th level, to 2d6 at 12th level, and to 3d6 at 17th level.

Uncanny Dodge

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 uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

 

Song of Strength

At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Improved Uncanny Dodge

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.

Fiend Totem, Greater

While raging, the Barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of Slashing Damage at the beginning of the Barbarian's turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected

 

Dirge of Doom (Skald)

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

Song of the Fallen

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.

Master Skald

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.

 

Skald Talent

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.

Weapon and Armor Proficiency (Skald)

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.  

Fiend Totem

While raging the barbarian sprouts dozens of wicked barbs from his body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

 

Damage Reduction (Skald)

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.

Inspired Rage

 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.)

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

Demonic Conquest

At 7th level, the Demon Dancer's dances warp the minds of those who accept them even further, the Strength bonuses of the demon dancer's inspire rage increase by 2, however if affected creature stops attacking or changes the target he suffers (1d6 + his Skald level) points of damage.

 

 

Herald of The Horn Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Well-versed

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

Uncanny Dodge

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.

Song of Strength

At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.

 

Improved Uncanny Dodge

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.

Dirge of Doom (Skald)

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.

Crumbling Blast

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

 

Song of the Fallen

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.

Master Skald

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

Rage Powers

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.

Skald Talent

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.

 

Damage Reduction (Skald)

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.

Weapon and Armor Proficiency (Skald)

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.

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

Inspired Rage

 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.)

 

Horn Call

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.

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.

Scribe Scrolls

Allows you to craft scrolls during camping.

Arcane Bond - Object

A bonded object can be used once per day to restore any spell slot.

 

 

Hunt Caller Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Uncanny Dodge

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.

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Improved Uncanny Dodge

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.

 

Dirge of Doom (Skald)

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

Master Skald

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

Rage Powers

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.

 

Skald Talent

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.

Weapon and Armor Proficiency (Skald)

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. 

Inspire Scent

At 6th level, the Hunt Caller gains the scent rage power. His song of the senses and inspired rage raging songs both grant affected allies this rage power.

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

 

Damage Reduction (Skald)

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.

Inspired Rage

 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.)

Scent

The Barbarian gains the scent ability while raging and can use this ability to locate unseen foes. The barbarian can detect opponents within 30 feet by sense of smell as if had blindsense.

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.  

 

Scribe Scrolls

Allows you to craft scrolls during camping.

 

 

 

 

 

Battle Singer Features

Bardic knowledge

A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Well-versed

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

Battle Song - First Verse

As a Standard Action, Battle Singer can spend 1 round of Skald performance to damage all enemies in a 15 feet cone, dealing 1d6 Sonic Damage per 2 levels of skald (Fortitutde save halves). If an enemy fails its saving throw, it is also staggered for 1 round. 

Uncanny Dodge

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.

 

Song of Strength

At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.

Lore Master

At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.

Improved Uncanny Dodge

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.

Battle Song - Second Verse

As a Standard Action, Battle Singer can spend 2 rounds of Skald performance to damage all enemies in 50 feet radius around skald, dealing 1d6 Sonic damage per 2 levels of Skald (Fortitude save halves). If an enemy fails its saving throw, it is also stunned for 1 round, and then staggered for 1 round.

If Second Verse is cast within 2 rounds of first verse, it costs only 1 round of Skald performance and is empowered.

  

Dirge of Doom (Skald)

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.

Raging Song (Swift Action)

At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.

Song of the Fallen

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.

Battle Song - Final Verse

As a Standard Action, Battle Singer can spend 2 round of skald performance to damage one enemy, dealing 1d8 Sonic Damage per level of Skald (Fortitude save halves). If an enemy fails its saving throw, it is also stunned for 1 round, and staggered for 1d4+1 rounds. If the saving throw was successful, the target is staggered for 1 round.

If Final Verse is cast within 2 rounds of First Verse, it costs 1 round of skald performance less, is empowered and the DC increases by 2.

If Final Verse is cast within 2 rounds of Second Verse, it costs 1 round of Skald performance less, is maximized and the DC increases by 2.

 

Master Skald

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 

Rage Powers

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 during an inspired rage.

If the Skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Skald Talent

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.

Damage Reduction (Skald)

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.

 

Weapon and Armor Proficiency (Skald)

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.

Raging Song (Move Action)

At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.

Inspired Rage

 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.)

 

Bonus Feat (Skald)

At 1st level, Skald gets a bonus feat from the list.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

 

 




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