About Belor Thunders When SleepsBelor
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Skald Spells Known (CL 3rd; concentration +5)
Prepared Spells
Bonus Feat Humans select one extra feat at 1st level. Cantrips Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Deadly Rhythm (Ex) During his raging song, a Belkzen war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. The war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. Fearsome Mien (Ex) A war drummer adds 1 to all Intimidate and Bluff skill checks. Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale 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 Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her 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 her own rage class ability in order to use these features. Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerfl personality, allows you to frce your way fee of spells that cloud the mind. You can use your Charisma modifer in place of your Wisdom modifer when attempting Will saving throws against charm and compulsion efects. Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). No Racial Subtype You have chosen no racial subtype. Rage Powers (Ex) At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32-34 of the Core Rulebook) that affects the skald and any allies under the influence of his 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 his skald level as his 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 totemAPG), 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 disruptiveAPG, 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 (but not his allies) can use those rage powers during an inspired rage. He 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, he can use his skald rage powers during that rage as well. Raging Song A skald is trained to use music, oration, and similar performances to inspire his 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 + his Charisma modifier. For each level thereafter, he 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 (Pathfinder RPG Ultimate Magic 21). 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 he fails this check, the attempt still counts against his 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. You have 11 rounds of raging song per day. Skald Versatile Performance (Oratory) (Ex) You may use your Perform (Oratory) skill instead of Diplomacy and Sense Motive. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his 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 (Core Rulebook 170) 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. Spirit Totem, Lesser (Su) While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier. Thunder and Fang Performer (Combat) You learned from Shoanti champions to take advantage of the dramatic swings required by heavy weapons like the earth breaker. You gain a +2 trait bonus on Intimidate checks while wielding a two-handed melee weapon. Versatile Performance (Ex) At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard 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). Weapon and Armor Proficiency 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 or medium armor and use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a skald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass skald still incurs the normal arcane spell failure chance for arcane spells received from other classes. Weapon Proficiency A war drummer is proficient with all simple weapons and the greatclub. Well-Versed (Ex) You are resistant to sonic effects. You gain a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects. Raging Song Copy Pasta:
[*ooc] Belor has begun to beat his drum to inspire you to greater feats of combat prowess. If you can hear him you may choose to accept gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but you also take a –1 penalty to AC use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can opt in and out on a per round basis at the beginning of your turn. Doing so does not count as an action [/ooc*] PFS Career:
5-08 The Confirmation 2PP Master of the Fallen Fortress 2PP Crypt of the Everflame 4PP (GM Credit) Solstice Scar D 2PP (GM credit) |
