Skald"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human SkaldText
Making a SkaldText
Abilities: Charisma is the ability that the Skald uses to give him extra spells. Equally at home in combat as in spellcasting, the Skald does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.
Races: Skald appear amongst all races, for their talents are widespread and those who can entertain the masses always welcome
Alignment: Skald can be of any alignment, and there is no bias in any one direction.
Table 1: The SkaldLevel BAB Ref Fort Will Abilities 0 1st 2nd 3rd 4th 5th 6th
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1 +1 +0 +2 +2 Rage 1/day, Bardic Music, Bardic Knowledge 2
2 +2 +1 +3 +3 Fast Movement 3 0
3 +3 +1 +3 +3 Uncanny Dodge 3 1
4 +4 +2 +4 +4 Rage 2/day 3 2 0
5 +5 +2 +4 +4 3 3 1
6 +6 +3 +5 +5 3 3 2
7 +7 +3 +5 +5 Damage Reduction 2/- 3 3 2 0
8 +8 +2 +6 +6 Rage 3/day 3 3 3 1
9 +9 +3 +6 +6 3 3 3 2
10 +10 +3 +7 +7 Damage Reduction 4/- 3 3 3 2 0
11 +11 +3 +7 +7 Greater Rage, Tireless Rage 3 3 3 3 1
12 +12 +4 +8 +8 Rage 4/day 3 3 3 3 2
13 +13 +4 +8 +8 Damage Reduction 6/- 3 3 3 3 2 0
14 +14 +4 +9 +9 4 3 3 3 3 1
15 +15 +5 +9 +9 Mighty Rage 4 4 3 3 3 2
16 +16 +5 +10 +10 Rage 5/day, Damage Reduction 8/- 4 4 4 3 3 2 0
17 +17 +5 +10 +10 4 4 4 4 3 3 1
18 +18 +6 +11 +11 4 4 4 4 4 3 2
19 +19 +6 +11 +11 Damage Reduction 10/- 4 4 4 4 4 4 3
20 +20 +6 +12 +12 Rage 6/day, Supreme Rage 4 4 4 4 4 4 4
Table 2: Spells KnownLevel 0 1st 2nd 3rd 4th 5th 6th
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1 4
2 5 2
3 6 3
4 6 3 2
5 6 4 3
6 6 4 3
7 6 4 4 2
8 6 4 4 3
9 6 4 4 3
10 6 4 4 4 2
11 6 4 4 4 3
12 6 4 4 4 3
13 6 4 4 4 4 2
14 6 4 4 4 4 3
15 6 4 4 4 4 3
16 6 5 4 4 4 4 2
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
Game Rule InformationSkald have the following game statistics.
Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skillsare Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class FeaturesText
- Weapon and Armour Proficiency:
- Spells:
- Rage (Ex):
- Bardic Knowledge: A Skald may make a special Skaldic knowledge check with a bonus equal to his Skald level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Skald has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Skaldic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Skald may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
- DC Type of Knowledge
- 10 Common, known by at least a substantial minority drinking; common legends of the local population.
- 20 Uncommon but available, known by only a few people legends.
- 25 Obscure, known by few, hard to come by.
- Bardic Music: Once per day per Skald level, a Skald can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Skaldic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Skald level and a minimum number of ranks in the Perform skill to qualify; if a Skald does not have the required number of ranks in at least one Perform skill, he does not gain the Skaldic music ability until he acquires the needed ranks. Starting a Skaldic music effect is a standard action. Some Skaldic music abilities require concentration, which means the Skald must take a standard action each round to maintain the ability. Even while using Skaldic music that doesnt require concentration, a Skald cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Skald has a 20% chance to fail when attempting to use Skaldic music. If he fails, the attempt still counts against his daily limit.
- Countersong (Su): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Skald (including the Skald himself) that is affected by a sonic or language-dependent magical attack may use the Skalds Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Skalds Perform check result for the save. Countersong has no effect against effects that dont allow saves. The Skald may keep up the countersong for 10 rounds.
- Fascinate (Sp): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Skald, and able to pay attention to him. The Skald must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Skald attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Skald makes a Perform check. His check result is the DC for each affected creatures Will save against the effect. If a creatures saving throw succeeds, the Skald cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Skald continues to play and concentrate (up to a maximum of 1 round per Skald level). While fascinated, a target takes a 4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Skald to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
- Inspire Courage (Su): A Skald with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Skald sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Skald levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
- Inspire Competence (Su): A Skald of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Skald. The Skald must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Skalds music. Certain uses of this ability are infeasible. The effect lasts as long as the Skald concentrates, up to a maximum of 2 minutes. A Skald cant inspire competence in himself. Inspire competence is a mind-affecting ability.
- Suggestion (Sp): A Skald of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Skalds concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesnt count against a Skalds daily limit on Skaldic music performances. A Will saving throw (DC 10 + 1/2 Skalds level + Skalds Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
- Inspire Greatness (Su): A Skald of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Skald attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Skald must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targets Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
- Song of Freedom (Sp): A Skald of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters Skald level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Skald cant use song of freedom on himself.
- Inspire Heroics (Su): A Skald of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Skald levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Skald must sing and an ally must hear the Skald sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Skald sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
- Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Skald of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
- Fast Movement (Ex): A Skalds land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Skalds speed because of any load carried or armor worn.
- Uncanny Dodge (Ex): At 3rd level, a Skald retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
- Greater Rage (Ex): At 11th level, a Skalds bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at 2.
- Tireless Rage (Ex): At 11th level and higher, a Skald no longer becomes fatigued at the end of his rage.
- Mighty Rage (Ex): At 15th level, a Skalds bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at 2.
- Supreme Rage (Ex): At 20th level, a Skalds bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at 2.