Is the Savage Skald archetype for bard broken?


Rules Questions

Sczarni

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Hey fellas, my 1st post!

So I've been spending alot of time lately tweaking my new PC for PFS play, a bard Savage Skald female half-orc melee bard with a dip into rogue(thug) at lvl 1 for the Frightening passive feat (working towards dazzling display + Intimidating confidence as half-orcs can use human stuff now).

I was planning to go party face / buffer / 2nd melee for her, with a strong focus on intimidate. Critting allows for a proc of Inspiring blow (granting +1 on attack rolls and saves for the party as well as +CHA health as long as you keep it up), as well as a free dazzling performance, effectively granting a demoralize on every enemy in a 30ft radius.

Now here's the thing; turns out Inspiring blow counts as activating a full bardic performance, shutting down any performance that was active before it happening. It literally says:

"A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances)"[/quote wrote:

At first I thought I'd counter this by using lingering performance to add 2 more rounds to my inspire courage , but lingering performance cancels once you start another performance, =crit. Now my crit built falchion-face-melting-fear-queen dream has evaporated. Can anyone please explain to me what the point of taking Savage Skald is when the only ability that's semi-worthwhile is one that allow a party member to fly into rage?? (considering as PFS ends at lvl 12 and this only allows for one module use of Song of the Fallen)


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Well, remember the rules say you can, not that you have to.

You can choose not to activate Inspiring Blow.

Sczarni

I guess I was just raging a bit, in retrospect it doesn't seem much of a problem, except for the inspiring blow ability to be really underwhelming compared to inspire courage.

What does this ability add, anyway? Use it when almost dead / while using orc ferocity to get that extra +2 or 3 hit points? :P


Remember, inspiring blow replaces fascinate. Fascinate is a bard's first level ability that:

Quote:

Fascinate (Su): At 1st level, a bard can use his performance 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 bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Fascinate while a cool and useful ability doesn't have in combat use. It's sort of an utility distraction ability that you could use to occupy someone who is indifferent while the rest of your party sneaks in to some place or something along those lines. It's not very powerful.

By the same token, the ability it replaces isn't very powerful either. The main problem is that you replace an out of combat ability with an in combat ability that doesn't grow compared to your other bardic performances. At first level Inspiring Blow might now be bad, but it quickly pales compared the other performances you can use after a couple levels.

Where the Skald excels is when commanding / supporting a group of barbarians. Hardly optimal for typical PC group composition, but the skald still gets a cadre of great powers.

Sczarni

Interesting point of view. I'm planning to play with at least one barbarian in my party, should be nice to stretch his rage into the later levels. Still not as strong compared to inspire courage though.

So what would you think is the use for inspiring blow? Have orc ferocity activated then get back to normal by getting some extra hp when you crit? i'd rather use a CLW wand... :P

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