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1 post. Organized Play character for Kalvit.




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Let's clear the air a bit before we start this guide for the Skald. This is a pure discussion here about the theoretical and practical uses of a class and it's features. There will be some opinions, and I plan to debunk a few myths going about about the class. As such, there will not be a link to any kind of Google Drive or cloud saved document. No graphics to entice. This is bare bones. And now that that is out of the way ...

Welcome to the Skald! We need to discuss what the Skald isn't before we get to what it is. It is neither a bard nor a barbarian. That seems odd, considering that these two classes are what were made to create the class. The Skald may have abilities akin to both of the parent classes, but it is more than the sum of those parts. That's something that people are forgetting when it comes to making Skalds. They are thinking that it's just a Bard that makes parties have Barbarian rage.

Now, onto the qualities of the Skald.

Skills: Skalds have access to the vast majority of the combined skills of the bard and barbarian, with one important caveat. Skalds, as of the recent FAQ update, have only five Perform skills available to them. Oratory, Percussion, Sing, String, and (now) Wind Instruments. However, that large list has one drawback. The Skald has only 4 + Int Mod skill ranks per level, instead of the Bard's 6 + Int Mod skill ranks. This makes choosing skills a very meticulous endeavor. The Skald will not necessarily be the knowledge monkey that the Bard can be, and Perform skills will oddly be at a premium. We will get to this later.

Hit Points: The Skald uses d8 hit dice, which does put it at Bard HP. You'll have powers and perhaps feats help you get around these limitations, but you will not be the tankiest guy who ever lived. I'd have been happier with d10 hit dice, as it would represent the warrior poet angle the Skald was meant for a little better. But we take what we can get.

Base Attack Bonus: We're looking at a 3/4 BAB class here, like the Bard. Unlike the Hit Points, this is something that fits a bit better with the class design. You are reasonably certain that you can hit on average, especially in melee. This is fairly important, in that the Skald was seemingly designed to be in melee combat.

Saves: Skalds have excellent Fort and Will saves, and one of their class features make them both exceedingly better than most anything. That is incredibly important to know. At higher levels, a Skald at full tilt will reasonably be expected to resist most save-or-suck spells. Reflex is naturally the weakest save as a result, but Skalds can work around this limitation.

Weapons and Armor: Skalds are proficient with all simple and martial weapons, which gives them a diverse selection of ways to beat faces in. They also have proficiency with light and medium armors, as well as any shield that isn't the tower variety. That's a very nice selection of armor, as it does allow you to be a bit more flexible in your stat allocation.

Spellcasting: Skalds have practical access to all Bard spells, and are a 6 level spellcasting class. A class ability gives them theoretical access to nearly every 6th level or lower spell in the game, but this will be expanded upon later. They are also capable of casting in medium armor starting at 1st level without penalty. That is a very important thing to note for what is essentially an arcane caster. Even the Magus can't cast in medium armor at 1st level without failure chance. They do have the bardic limitation of a verbal component in all spells.

Class abilities:

Bardic Knowledge: Skalds will need to rely more on Bardic Knowledge for most of their knowledge checks than the Bard. This is entirely due to the drop in skill ranks compared to the Bard. You might want to have a few knowledge skills trained anyway, as the bonus is a nice boost.

Raging Song: This is the big one. The beginning of the major differences between the Bard and the Skald. Raging Song does act a lot like Bardic Performance, with the same scaling activation cost and interaction with feats that require Bardic Performance. Raging Song is a purely audible power, so deaf Skalds have failure chances and deaf characters are totally immune to it. However, the Skald has only 5 songs compared to the much larger number of Bardic Performances. Also, all allies that would be affected by Raging Song can choose whether or not to accept the benefits. That is a vast difference from the Bardic Performance, and allows the party to dynamically adapt to changing battlefield conditions.

Inspired Rage:
Inspired Rage is the main Raging Song you will rely on as a Skald, unless you take the Magic Warrior archetype. I'll get to that archetype later when I discuss each of them. What Inspired Rage does is give a lesser rage like effect to allies within range of you, but without any fatigue after it ends. Will save bonus starts at +1 and goes up at 4th level and every 4 levels afterwards. The Str/Con bonus however starts at +2 at first level, and it goes up by 2 at 8th level and 16th level. AC penalty is only a -1, and never gets worse as level goes up. Barbarians and Bloodragers can note that they can instead take their own rage bonus, but cannot gain any other benefit such as rage powers or bloodrage powers from their own class. For those classes, this can be a slight benefit because they effectively have a free pool of extra rage rounds that do not fatigue them. Inspired Rage is also what helps make a Skald an effective melee combatant.

Song of Marching:
At 3rd Level, Song of Marching can convert a single round of Raging Song to make one hour of hustle that is treated as a walk. It affects allies within 60 feet that can hear you, so it might be useful in caravans. Reduces fatigue quite a bit for long travels at low levels. It does work quite well before you have a wizard gain access to mass transit magic. It's a nice utility song, and one that you may end up using in some campaigns.

Song of Strength:
At 6th Level, Song of Strength allows your party to add half your Skald level to Strength checks and Strength-based skill checks. Like Song of Marching, this affects allies within 60 feet of you. I like to call this, "The Song of Kicking Down the Door."

Dirge of Doom:
This is the same thing as the Bardic Performance of the same name, just two levels later. If you aren't sure about the applications of this song, just check out a number of Bard guides to this. This is honestly kind of a lackluster effect, especially when you have access to some spells and feats that do the same thing or better.

Song of the Fallen:
Oh, this is the goods right here. At 14th level, you have a Raging Song that can resurrect allies in combat. It has a heavy cost though. One round of Raging Song per ally, per round. And when the song ends, they return to being dead. And it has the same limitations as the spell Raise Dead. But let's be honest with ourselves. It's an excuse to break out The Flight of the Valkyries in the middle of a climatic boss fight. It can save the party when it matters most by bringing back that one big hitter to really mess with the BBEG's day. This is the true capstone ability of the Skald. Don't think it is an excuse for recklessness, but it can save the day when the dice just come down on your group.

Scribe Scroll: Hey, a bonus feat at 1st is nothing to sneeze at. Just remember that in PFS, this changes instead to Extra Performance. That means 6 extra rounds of Raging Song at 1st level.

Versatile Performance: This works mechanically just like the Bard's Versatile Performance, but it only works with the Perform skills the Skald has available to it. Also, you only get to choose at 2nd level and every 5 levels afterward. The optimal approach to this seems to be to pick one social skill to have actual max ranks in and to pick two Perform skills to cover the others. The amount of overlap makes focusing on more than two Perform skills a bit of a hassle.

Well-Versed: At 2nd level, the Skald gains the same resistance to sonic effects that a Bard tends to get. +4 to saves vs. Bardic Performance and all sonic or language-dependent effects. Not a major power, and easy to replace with certain archetypes.

Rage Powers: This one is going to take a bit of explanation. At 3rd level and every 3 levels afterward, a Skald can gain barbarian rage powers. These rage powers can only be used with Inspired Rage, which means they can affect the whole party.

Using Rage Powers and Restrictions:
Skalds can choose which powers apply to their Inspired Rage as they start the performance. Rage powers use the Skald's level in place of the Barbarian level for all effects depending on it, and affected allies use the Skald's ability modifiers for any rage power whose effects rely on it.

Rage powers that require "spending a standard action" or costing rounds of rage to activate cannot be chosen. At all. So Terrifying Howl can't be picked up (as it costs a standard action to use), but Knockback (which is made in place of a melee attack) can be chosen. Skalds cannot, unless otherwise stated, take the same rage power more than once.

Rage Powers from other sources:
Here is where I have to dispel a major myth. As written, the Skald cannot apply the rage powers of any other source to the party as part of an Inspired Rage. [u]This also counts the feat Extra Rage Power.[/u] I had to emphasize this because of a poster who has been claiming that there are two trains of thought regarding it. The supposed second train of thought was that it only applied to rage powers from other classes. That statement was recently disproven when the pregen Skald for PFS came out. In the 7th level version of the pregen, the Skald had Extra Rage Power. The stat block and accompanying text flat out said that the rage power granted by the feat (Witch Hunter) could not be shared with the party. Therefore, rage powers coming from feats and other classes cannot be shared during an Inspired Rage.

In contrast, a Skald with levels in Barbarian or Bloodrager can apply his Skald rage powers to the Barbarian Rage or Bloodrage. As they would only affect himself in that instance, it is allowed.

Linnorm Death Curses:
Linnorm Death Curses are a special subset of rage power introduced in the Advanced Class Guide. As Skald rage powers, it allows allies to have an interesting effect. In most cases, the Linnorm Death Curse will grant you and your allies a single point of specific damage types to melee attacks. The real fascinating thing involves the second power of the Linnorm Death Curses. When a player affected by it is knocked unconscious or killed by an attack or spell, the attacker/assailant will have to make a Will save or be affected by the Curse. Each curse is named after a different Linnorm, and thus has different curse effects. Several produce vulnerability to an energy type, although the Tor Death Curse also permanently staggers the opponent. The Cairn Death Curse causes Con damage and ages the cursed one year per day. The Fjord Death Curse makes the opponent drown easier in the water. And the Tarn Death Curse flat out makes an enemy completely unable to heal in any way until the curse is removed. No healing spells, and no ability to heal naturally from rest. That makes the death curses something special when things go wrong, but you may see them more in NPC villain characters.

Uncanny Dodge/Improved Uncanny Dodge: This is self-explanatory here. Works the same as for Barbarians, and scales the same as the Rogue. Solid ability to keep the Skald from being in some bad situations.

Spell Kenning: This is the ability that at 5th level gives the Skald a truly unique situation. Starting at once per day, the Skald can take one of his spell slots and cast any appropriate level spell from the Bard, Cleric, or Sorc/Wiz spell lists. As I said in the spell section, the Skald has theoretical access to near every 6th level or lower spell in the game. At 11th and 17th level, you gain an additional use of this power. There is a catch though for this unprecedented spell access. No matter what the spell cast by this ability will be, you have a minimum cast time of one round to cast it. That's been seen as a major failing, but is largely irrelevant in certain circumstances. Any spells that already have one round or longer cast times are unaffected by this drawback.

Lore Master: This is the same ability that Bards get, but only scaled back to being two levels behind the Bard. So that means you get it at 7th level, and it improves at 13th level and 19th level.

Damage Reduction: The Skald first gains DR 1/- at 9th level, and it increases by one at 14th and 19th levels. This can be further improved with the Improved Damage Reduction rage power, but only during an Inspired Rage.

Master Skald: The official capstone of the Skald, Master Skald does a lot at 20th level when using Inspired Rage. AC Penalty is completely removed, even though it was at that point a negligible thing. Barbarians and Bloodragers can gain the full benefit of their raging if they choose to use the Inspired Rage as the source. So Dragonic Bloodragers will turn into dragons, and they can cast their spells while under the Inspired Rage. Finally, all players under the effects of Inspired Rage can make one extra attack while full attacking as if under the effect of haste. Not too bad, as far as level 20 capstones go.

In development: Races, Archetypes, Builds, Traits, Feats, and Assorted Things. Right now, I had to get the pertinent information dealt with and dispel a myth. Took a while to write everything while reviewing my references. It's important to first get things that are known out and remove doubt as to other things.


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I've recently got into my mind a Paladin that actually investigates things to make sure he's smiting the right evil. One that has more tools to serve law and good. Basically, make a Paladin that avoids the Lawful Ignorant and Ignorant Good types of characters. I make the distinction between ignorance and stupid because some of the so called "Lawful Stupid" characters are more the result of having Intelligence as a dump stat and not investing in Knowledge skills. People tend to roleplay that as just dumb, when it's more ignorance. And as an old adage goes, "Ignorance can be treated. Stupid is incurable."

To that end, I am going to attempt a build mix of Paladin and the Sleuth archetype for the Investigator. It's not intended to be the strongest or swiftest of characters, just maybe more clever. The question I have for myself is simple: do I wield a single weapon or have a shield in one hand?

For the purposes of simplicity, I am going to build it for a 17th level game I will be participating in the future. As such, I figure the best mix is 4 levels of Sleuth Investigator and 13 levels of Paladin. For the sake of progression, I'll say that the Sleuth levels were between levels 3-7 just so I could take a feat to give myself the Quick Study Investigator Talent right as I get the Studied Strike/Combat abilities. I've also decided upon making this a human, because it can smooth out the feat progression to allow for that extra investigator talent.

Current stat allocation before leveling this all the way to 17 is as follows.

Strength 17 (with racial adjustment)
Dex 12
Con 14
Int 13
Wis 7
Cha 15

I'll come up with my overall feat plan later, but for now I'd like to know what people think of the idea.


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I've been considering making a Shaman of the Speaker for the Past archetype, and a question just kept nagging at me. Can the Speaker take the Extra Revelation feat after picking a revelation at 4th or 6th level? I wonder because these revelations are separate from my normal spirit hexes. If I can, then that means I have certain build plans I can work with for PFS or whatever game I insert this character.


In order to not clog the Harrow Blog thread here, I'm going to start up the discussion in this thread.

So what logically shouldn't be included in PFS? Off the top of my head, Sacred Geometry. It adds too many dice and too much number crunching to the table, which means it eats up time from the game. Too much time for something that might not even work.

Arithmancy is somewhat okay, but there are going to be some severe limitations. First, player has to have the book on hand. Second, player will have to have done the work ahead of time. I mean they will have to determine the numeric value of the spell before considering using Arithmancy to improve it, and they will have to provide the proof on that. The check afterwards is simple and has already defined results and drawbacks.


I'm considering making a Bard of the Magician archetype, but the planning stage has already hit a snag or two. Should I go with a Halfling, Elf, or Gnome to start this sucker out? Cause both Elf and Gnome have access to Breadth of Knowledge, which would mitigate some of the losses I'd take to be the Magician. Kinda working this as a stage magician who has a few tricks up the old sleeve in a fight.


If a spellcaster took the Field Agent prestige class and chose the Greater Casting as their first Pathfinder Agent Training, will it continue to scale with levels in that prestige class? Or does it only affect the level you take that training? Would a Wizard 5/Field Agent 10 have an effective caster level and spells equivalent to 15th level wizard, or a 6th level wizard?

I was asked to pose this question here on behalf of a friend. He'd do it himself, but holiday work prohibits him for the moment. It came up earlier today at a local store. The store owner and a local Venture Captain both agreed that it should probably scale, but that it might require a more official ruling to prevent further arguments.