PFS Half-Orc Skald Ideas (pretty please)


Advice


Hi, All!

I was just trying to make a Half-Orc Skald build for PFS play. I'm partial to Half-Orcs, so I didn't want to change that. And I didn't see a Skald archetype that appealed to my my play style, etcetera. That being said, I was wondering if I could get a bit of a critique for what I've got so far (20 point buy, of course):

STR 12 { more support than front line }
DEX 16 { mostly for better AC and reflex saves }
CON 12
INT 12 { to help him be more of a knowledge monkey }
WIS 12
CHA 15 { to bump up later, etc, etc }

Racial:

Half-Orc STUFF:
  • Bestial instead of Ferocity, for better perception
  • Rock Climber instead of Intimidating (since he's not strong like ox)
  • Chain Fighter instead of normal Half-Orc weapons (spiked chain is a cool weapon!)

Traits:

3 Traits & 1 Drawback:
  • Seeker (social); for even better perception
  • Militia (regional); Profession (soldier) as the day job bit for extra cash
  • Outcast (race); Survival is a useful skill, I guess
  • Mark of Slavery Drawback (fits with the Chain Fighter, story-wise)

FCBs:

Favored Class Bonus (got options!):
  • Half-Orc; one extra bard/skald performance per day
  • Human; one extra spell known (below highest); I'd want to focus on this one

Feats:

Feats (and the cunning plan thereof):
  • Lingering Performance to start at level 1 (to the the most use out of them!)
  • Skald's Vigor (a bit of fast heal is good) - level 3 or 5
  • Weapon Finesse; to make better use of high DEX and spiked chains - level 3 or 5
  • Resilient Brute (half-orc); could be a life saver, I think
  • Grudge Fighter (orc); to give him a little extra 'oomph' in a dust-up
  • Defiant Luck (human); cool and a potential life saver
  • Inexplicable Luck (human); way cool!

But Anyway...

If anyone could give me a critique about the above, it would be appreciated. The Skald is a cool hybrid class, so I'd like to give it a go with a Half-Orc in PFS play. Obviously, I was trying to avoid having a 'dump' stat, which may or may not be out to lunch.

Thanks in advance for any advice and tips and all that!


If this is what you want to play then do it, but building a skald more like a barbarian would work better. Put more in strength rather than dex, since your raging song will give you an extra +2, make your con higher since that'll get boosted as well, take power attack, all that kind of jazz.
You don't really have to sit back and "play support" because the raging song is a free action. You also don't really have to focus on defense, because if you've got fast healing, raging barbarians or fighters who won't fatuige up on the front line with you, you'll probably kill everything super fast. Building a skald that can get in there and smash heads like a barbarian also works better because you can take rage powers that your party will benefit from, like reckless abandon, and still get the benefit from them yourself.
Also, I'd say you should use your favored class bonus to focus on your raging song, and take that extra +2 in Int somewhere else. Leave that book learnin' and spell casting to the nerds and be an inspirational, William Wallace-esque rage beast like Rovagug intended.
Other than that, if anybody in your party wants to be a barbarian or a fighter (I'm assuming they do since you're playing a skald), you should talk them into playing a full blooded orc and then both take the feat horde charge. It'd synergize really well with the whole support class thing.

The Exchange

I believe that you should switch dex and str around as well and boost con esp as a d8 class. as far as traits go you can only have two in pfs unless you take the extra trait feat (or have a boon). for half orcs fates favored (the double luck bonus I think) is a good trait combined with sacred tattoos. that is a quick and dirty over view maybe I could provide more if you can tell me what play style you have envisioned for this character.


Also, the spiked chain isn't all that great. You'd still be using strength for damage, so it's really only good for tripping or disarming, and you'd be better off just grabbing a great axe and ganging up on your enemies with your enraged allies.


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Grab Amplified rage and a 1 level dip into bloodrager with the archetype from the familiar folio that gets a familiar, make it a valet familiar. You are even the right race for it!

The Exchange

1 person marked this as a favorite.

also I would recommend looking at some of the numerous guides on the guide to guides

how to be metal (skald guide)

the forge of combat

and several others

Grand Lodge

Drawbacks aren't PFS legal.

I second switching to Str, since that's what Raging Song buffs. Weapon Finesse puts you +1/+1 behind from not getting Raging Song, and down a feat.

I also really think Amplified Rage+Familiar is the way to go for a Half Orc Skald. Something like this at 7th:
Bloodrager 1/Skald 4
1. Tumor Familiar
3. Amplified Rage
5. Skald's Vigor
7. Improved Familiar (Earth Elemental)

Gives you a 16 STR Earth Elemental, bumped up to 22 STR with your Raging Song. You've got Fast Healing 8(!) while the song is up and you're near your buddy, and the Elemental gets Fast Healing 5 after the fight.

I'm leveling up a version of this, with the core coming online at 3, and then retraining towards this 7th level version.
Skald 1/Tattooed Sorcerer 1/Cavalier(Battle Herald 1)
1. Skald's Vigor
(Goat Tattoo Familiar @2)
(Amplified Rage from Cavalier Tactician at 3.)


@Froth Maw & @countchocula:

Good suggestions!

First of all I forgot about "no Drawbacks etc" in PFS characters. My bad!

You're right; it makes sense to have STR over DEX. I overlooked how the skald's performance affects the skald him/her-self. That's because my real-life daily "caffeine rage" had expired by time I posted that! :P

@LoneKnave & @Markov
Interesting idea on the amplified rage thing. I may well give that a go later. For now, just making sure it's a first level skald for PFS play later on.

I need to have a little lie-down before heading out for the evening. I've got some tweaks based on the advice I got. I'll post those tomorrow when I'm sort of concious and pumped full of espresso with a dash of lemon juice (yum, yum!)

Thanks again, ! I think I'm betting a better idea how this should skald probably look...


Hi again, all.

I made a few tweaks to that Half-Orc Skald build I was thinking of. I think I've got something a bit better. More combat buffed. I also like the idea of taking advantage of some of the skald's bardic skills too. But the main focus will be more on combat and less on skill monkey and support. Of course the 20 point buy also limits the stats I can use.

But anyway, I think the following build is an improvement if anyone wants to give me a bit more of the critique thing on him:

Stats:

STR 16
DEX 13 { can be bumped with levels }
CON 14
INT 12
WIS 10
CHA 14 { can be bumped with levels }

I definitely like the idea of more strength than dexterity. As you pointed out, he has more hitting power that way under the influence of his own rage songs. And it also means he can carry more STUFF. Especially weapons and armour!

I also wanted to have some smarts, so he can take some advantage of Bardic knowledge further down the road. The dexterity can be boosted at level four, and charisma wouldn't need to be boosted until level 13, which is the soonest a skald can cast level 5 spells.

Racial:

Changes in standard Half-Orc Racial Traits
  • Sacred Tattoos Racial Trait: +1 luck bonus to all saving throws instead of Ferocity
  • Rock Climber Racial Trait: +1 to Acrobatics and Climb checks instead of Intimidate
  • Half-Orc chain fighter (flails, heavy flails, dire flails and spiked chains) alternate weapons proficiency

I was thinking that the chain fighter weapon proficiency would be better than the usual orc thing with him having better strength. He'd have class proficiency with the great axe anyway as a skald, and the chain fighter alternate would give him proficiency with two exotic weapons (Spiked Chain and Dire Flail). Which may or may not help further down the road.

Traits:

  • Fate's Favoured (Faith); increase luck bonuses by 1
  • Reactionary (combat); add +2 trait bonus to Initiative rolls

I rather like the idea of the Fate's Favoured faith trait coupled with the Sacred Tattoos racial trait. That would give him a +2 luck bonus to all his saving throws, which is nothing to sneeze at!! Could be a real life saver too, of course.

And I dropped the third trait and drawback. Thanks for reminding me that's not done in PFS characters (silly of me).

FCBs:

Focus on the extra rage song round per day. Combined with the Lingering Performance feat, that will give him lots and lots of rage song rounds!

But I'd still have the option of picking up more spells known than normal for a skald, which could be handy.

Feats:

Feats and the long term Cunning Plan thereof
  • Level 1: Lingering Performance to effectively get up to triple the daily rage song rounds
  • Level 3: Skald's Vigour for some fast healing
  • Level 5: Power Attack for better thumping
  • Level 7: Furious Focus for even better thumping
  • Level 9: Resiliant Brute could be a lifesaver
  • Level 11: Defiant Luck could be a lifesaver
  • Level 11: Inexplicable Luck could be a lifesaver

Sort of limited by feats every other level. But i thought this was a good long term goal. Whether or not he survives that long is another story. But this is what I think I'd like to do with him, given the chance.

Thanks again in advance for the time anyone takes to give me advice!

Sczarni

Fate's favored also works nicely with using a wand of divine favor through use magic device.

Later on, you could even cast prayer using spell kenning for grtting that awesome luck bonusses.


@Carla: Thanks for that. I'll keep those in mind.

I think I did an okay job (I hope) in making the changes Froth Maw and countchocula suggested. More geared toward bashing and not quite so much to the skill/knowledge monkey thing. But I still want to take advantage of some of the cool bard skills.

I've not played a skald as yet. But that Spell Keening ability at level looks pretty sweet!

Grand Lodge

You don't really need Lingering Performance. Sure, at 1st level you only have five rounds per day, but by 4th level you'll have 11 rounds per day even without lingering performance. That's probably enough to have it going every round of every combat. Soon after that you'll regret taking it.

Perhaps consider Combat Reflexes instead, especially should you decide to wield a reach weapon. Like this:

Skald Rounds One & Two Combat Actions, lacking reach weapon:

Move Action: Move to where you need to go.
Standard Action: Start your Raging Song
Swift Action: You probably don't have one.

Enemy turn: Foes move up to you and attack you.

Your turn 2: You can finally attack. Any foe you fail to kill can Full Attack you right back.

Keep in mind, PFS fights tend to be fast and furious, often ending in Round 2.

Your count of attacks: One attack on your Turn Two.

Skald Rounds One & Two Combat Actions, with reach weapon and Combat reflexes:

Move Action: Move to where you need to go.
Standard Action: Start your Raging Song
Swift Action: You probably don't have one.

Enemy turn: Foes move up to you. You take one or more Raging AoOs. Surviving foes attack you.

Your turn 2: Some foes may already be wounded. You can 5' step away and full attack, but foes will be able to Full Attack right back. Another option is to Move/Tumble away, cast a spell or something, and hope the foes approach you again, giving you more AoOs. If this works you both cast a spell and might get multiple attacks. If this does not work you are not being attacked in melee, which is just fine.

This approach gives you more total attacks, you start to inflict damage sooner, you get the option to avoid enemy Full Attacks, and your tactical options increase.

Your count of attacks: Probably at least two. That's probably one AoO against each foe during enemy movement, and one attack on your own Turn Two. So a reach weapon usually gives you at least twice as many attacks in your first two combat rounds as would a non-reach weapon. Remember, a lot of fights are over by Round Three.

Warning: If someone in your party is a loose cannon who doesn't understand tactics, and thus rushes the foe when they should not, then you may not get that first set of AoOs. This is the biggest consideration in whether or not to choose a reach weapon. If your allies are hopeless tactical nitwits this greatly reduces the many advantages offered by reach weaponry, in which case maybe don't bother to use one.

Grand Lodge

Also remember that you get Extra Performance instead of Scribe Scroll in PFS, you're actually at 11 rounds/day at first level. Skald's Vigor lets you continue to burn rounds to heal out of combat, so they're not completely wasted. But Lingering Performance doesn't give you more Skald's Vigor healing.

I would consider replacing Reactionary with Toothy. A second attack at -5 with 1.5 STR bonus is a significant amount of output. It's even better if you end up with a reach weapon and need to threaten adjacent.

You've got a while, and your PFS career is almost over by then, but I would also be planning for Greater Skald's Vigor at 11.


@Rodinia & @Markov

Thanks for pointing that out. I wasn't thinking about the PFS thing swapping Scribe Scroll for Extra Performance. Mostly because I'm used to long protracted dust-ups in live play. I have used Combat Reflexes to good effect with my bloodrager, so that makes sense.

I've adjusted the feats like so:

feats:

A (new) Cunning Plan for feats
  • Combat Reflexes (level 1)
  • Skald's Vigour (level 3)
  • Power Attack (level 5)
  • Furious Focus (level 7)
  • Resilient Brute (level 9)
  • Defiant Luck (level 11)
  • Greater Skald's Vigour (level 13)
  • Inexplicable Luck (level 15)

I know it's excessive optimism to plan past level ten for a PFS character. But, this can also serve as a template for not-PFS skalds I might play in future

I also kitted him up with gear, like so:

kit:

A Cunning Plan for kit/gear/STUFF
  • Buckler; Extra protection, if needed
  • Studded Leather Armour; Kind of cheap, and light weight
  • Cutlass; Cheap, and good critical range
  • Dagger (2); Cheap and versatile
  • Great Axe; Hurts lots and it's cheap
  • Bardiche; Good reach weapon (and cheap)
  • Sling; Really, really, really cheap
  • Sling Bullets (10); Cheap, and STR bonus damage
  • Soldier's Outfit; Soldier/Raider clothing &c
  • Bard's Kit; For the stylish performer!

I figure that should be a little over 100 lbs of encumbrance. So, if he quickly drops the backpack (the Bard's Kit), then he's lightly encumbered and ready for action sort of thing. I figured he'd be better if he's fast and mobile when needed instead of being weighed down with medium armour.

I think he's starting to look a bit more interesting!

Thanks for the comments, by the way. I appreciate that.


Additional:

I decided I could use WIS as a bit of dump stat and boost DEX a touch. That would give him better AC, and one more AoO per round with Combat Reflexes.

STR 16
DEX 14
CON 14
INT 12
WIS 8
CHA 14

The +2 boost to all saves and the use of his own rage song benefits should compensate for the slightly lower WIS score.

Thanks again to everyone who gave me ideas on how to make this build! I appreciate the time you took to do that.

The Exchange

I like your new build also I think it would be beneficial of you to look into the discordant voice feat (im pretty sure a skald can take it) I am a little skeptical of the resilient brute/ defiant luck feats as those can be replaced by a jingasa of the fortunate solider (luck bonus). also don't put off medium armor too long and make sure to purchase a mithril agile breastplate when you get the chance.


@countchocula:

Thanks for that.

Discordant Voice does look like an interesting and useful feat. So many cool feats to choose from, and so few feat slots to use! :P

My cunning plans for character feats are more of a definite maybe sort of thing. I may well pick something other than Resilient Brute. It's just one possibility. My final choices on what feats my characters take has more to do with how their 'career' has progressed. If he gets into scraps, a lot, he'd probably be better off taking Cleave and then Surprise Follow Through instead of Resiliant Brute and Defiant Luck.

I don't plan on sticking to mundane studded leather armour. Just trying to make do with the limited budget of a first level character. Mithril agile breastplate would be very cool indeed. It does cost a bundle, so that will have to wait until he's got the cash to splash.

That Jingasa of the Fortunate soldier does look cool.

Thanks again!

Liberty's Edge

Hi again, all!

"Xunal" here again. I finally made a PFS build for a Half-Orc Skald. I've registered it as a PFS character and am using that alias to post this. If anyone wants to post a critique on Barachûrg please do!

I spent a bit of time today putting together what I thought was a plausible pre adventure biography for him.

I like the idea of a fighting version of a bard with this one. Thanks for the cool suggestions to that end, everyone! I think he's got potential. Good saving throws, half-decent fighting ability, the fast healing potential of Skald's Vigour, a wee bit of skill monkey stuff, and a 'day job' skill too.

Now all I need is a chance to play him in some PFS modules!

Liberty's Edge

Went through the module #5–11: Library of the Lion today. Successfully too! Didn't get a chance to thump things. However, Bardic Knowledge was some handy. Partly because I could roll on anything, but mostly because I had a gold horseshoe were one ought not be for my rolls! :D

It's a very handy thing to have, that Bardic Knowledge!

It's a start, anyway.

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