Skald

Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies into a frenzied rage. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald’s poetry is nuanced and often has multiple overlapping meanings, and they apply similar talents to emulate magic from other spellcasters.   A skald inspires their allies, and often presses forward to fight enemies in melee. Outside of combat, they're useful as a healer and scholar, less versatile but more durable than a bard.   Parent Classes: Barbarian and Bard.  

Alignment

Any.

Hit Dice

1d8

Proficiencies

  • Armor: Light armor, 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.
  • Weapons: All simple and martial weapons.
  • Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, wind) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
  • Skill Points Per Level: 4 + Intelligence modifier.
 

Class Features

All of the following are features of the skald class.  

Spell Casting

A skald casts arcane spells drawn from the Bard Spell List. They can cast any spell they know without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.   Like other spellcasters, a skald can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: Skald. In addition, they receive bonus spells per day if they have a high Charisma score.   The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, they gain one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by their Charisma score; the numbers on Table: Skald Spells Known are fixed.   At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one they already know. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.   A skald need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.  

Cantrips

Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.  

Bardic Knowledge (Ex)

A skald adds 1/2 their class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.  

Raging Song (Su)

A skald is trained to use music, oration, and similar performances to inspire their allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + their Charisma modifier. For each level thereafter, they can use raging song for 2 additional rounds per day.   Starting a raging song is a Standard Action, but it can be maintained each round as a Free Action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, Paralyzed, Stunned, knocked Unconscious, or otherwise prevented from taking a Free Action each round to maintain it. A raging song counts as the Bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn Bard Masterpieces.   A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If they fail this check, the attempt still counts against their daily limit. Deaf creatures are immune to raging songs.   If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.   At 7th level, a skald can start a raging song as a Move Action instead of a Standard Action. At 13th level, a skald can start a raging song as a Swift Action instead.  
  • Inspired Rage (Su): At 1st level, affected allies gain a +1 bonus on Melee Attack rolls, melee damage rolls, and Will Saving Throws, but also take a –1 penalty to AC. They also gain 1 temporary hit point per Hit Dice. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the character gains the inspired rage effect again within 1 minute of gaining them previously. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to attack, damage, and temporary hit points per Hit Dice increase by 1. Unlike the Barbarian’s rage ability, those affected are not Fatigued after the song ends. A character who gains temporary hit points from an inspired rage cannot gain them from it again for 1 minute. If an ally has their own rage class ability (such as Barbarian’s rage, Bloodrager’s bloodrage, or skald’s inspired rage), they may use the Melee Attack, melee damage, Will Save, and temporary hit point bonuses based on their own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as Rage Powers, blood casting, or Bloodrager bloodlines; the ally must activate their own rage class ability in order to use these features.  
  • Song of Marching (Su): At 3rd level, a skald can use raging song to inspire their allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this Movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.  
  • Song of Strength (Su) At 6th level, a skald can use raging song to inspire their allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.  
  • Dirge of Doom (Su): At 10th level, a skald can create a sense of growing dread in their enemies, causing them to become Shaken. This only affects enemies that are within 30 feet and able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues their 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.  
  • Song of the Fallen (Su): At 14th level, a skald can temporarily revive Dead allies to continue fighting, with the same limitations as Raise Dead. The skald selects a Dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but Staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.
 

Scribe Scroll

At 1st level, a skald gains Scribe Scroll as a bonus feat.  

Versatile Performance (Ex)

At 2nd level, a skald can choose one type of Perform skill associated with the skald class. They can use their bonus in that skill in place of their bonus in the associated skills listed below. When substituting in this way, the skald uses their total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not they have ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the skald can select an additional type of Perform to substitute.   The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).   Advanced Versatile Performances   Beginning at 6th level, instead of selecting an additional skill with versatile performance, a skald can choose an advanced versatile performance for one Perform skill they previously selected with versatile performance. Some advanced versatile performance options can be selected only if the skald meets the option’s prerequisites.   A skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.  
  • Expanded Versatility (Ex): The skald chooses one Perform skill that they have already selected with versatile performance. They add one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.  
  • Martial Performance (Ex): The skald chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill they have selected with versatile performance. They gain proficiency with this weapon. If the skald is already proficient with this weapon or later becomes proficient with it, they gain Weapon Focus with that weapon as a bonus feat instead. In addition, the skald’s effective Fighter level is equal to 1/2 their skald level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated Fighter Weapon Groups. The types of Perform skills and their associated Fighter Weapon Groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).  
  • Masterpiece: The skald gains a bardic masterpiece, as if they were giving up a feat to learn it. They must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the skald has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
 

Well-Versed (Ex)

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.  

Rage Powers (Ex)

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 their inspired rage. This cannot be a rage power that requires the creature to spend a Standard Action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a Standard Action to activate), but can choose knockback (which is made in place of a Melee Attack).   Unless otherwise noted, a skald cannot select an individual rage power more than once.   When starting an inspired rage, the skald chooses which Rage Powers (if any) to add to the song, and all affected allies gain the benefit of these Rage Powers, using the skald’s level as their effective Barbarian level. The skald uses their skald level as their Barbarian level for the purpose of selecting Rage Powers that require a minimum Barbarian level. If the rage power’s effects depend on the skald’s Ability Modifier (such as lesser spirit totem), affected allies use the skald’s Ability Modifier instead of their own for the purposes of this effect.   If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless they can also grant that power’s prerequisite. They 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, they (but not their allies) can use those Rage Powers during an inspired rage. They cannot select a duplicate rage power, unless that rage power can be taken multiple times.   If the skald has the ability to rage from another source, they can use their skald Rage Powers during that rage as well.  

Uncanny Dodge (Ex)

At 4th level, a skald gains the ability to react to danger before their senses would normally allow them to do so. They cannot be caught Flat-Footed, nor do they lose their Dexterity bonus to AC if the attacker is Invisible. They still lose their Dexterity bonus to AC if they are immobilized. A skald with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the Feint action against them.   If a skald already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.  

Spell Kenning (Su)

At 5th level, a skald is learned in the magic of other spellcasters, and can use their own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the Bard Spell List, Cleric Spell List, or Wizard Spell List as if it were one of their skald spells known, expending a skald spell slot of the same Spell Level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.   At 11th level, a skald can use this ability twice per day. At 17th level, they can use this ability three times per day.  

Lore Master (Ex)

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 they have ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a Standard Action, instead of spending the normal time taking 20 requires. They can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.  

Improved Uncanny Dodge (Ex)

At 8th level and higher, a skald can no longer be Flanked. This defense denies enemies the ability to sneak attack the skald by Flanking them, unless the attacker has at least four more levels in a class that grants sneak attack than the target has skald levels.   If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.  

Damage Reduction (Ex)

At 9th level, a skald gains Damage Reduction. Subtract 1 from the damage the skald takes each time they are dealt damage from a weapon or a natural attack (DR 1/-). 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 their inspired rage.  

Master Skald (Su)

At 20th level, a skald’s inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a Barbarian’s Rage Powers and a Bloodrager’s blood casting and bloodline abilities. Finally, when making a Full Attack, affected allies may make an additional attack each round (as if using a Haste effect).  

Skald Variants

Several variations exist that alter or replace aspects of the Skald class.  

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