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About Hilda SkalmöldHilda Skalmöld
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Skymetal Smith You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. Warded Against Nature Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
0-Level Spells
1st Level Spells (3/Day)
Adamantine Bec De Corbin (Weapon Cord)
Wand of CLW (10 Charges)
Hip Flask (Whiskey) Backpack [
Bardic Knowledge (Ex) A skald adds 1/2 his 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 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. 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. 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. 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 Strength and Constitution increase by 2. (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. 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 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. Totem (Su) At 3rd level, the totemic skald chooses one animal from the hunter's animal focus list. Once selected, this choice cannot be changed. This animal becomes the skald's personal totem animal and influences his later abilities. He gains the following rage power. Song of the Beast (Su) The totemic skald grants the animal focus abilities of his totem animal (as the hunter's animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level). This ability replaces the rage power gained at 3rd level. Totem Empathy (Ex and Sp) At 4th level, the totemic skald can improve the attitude of animals of the same type as his totem. This ability functions just like a Diplomacy check to improve the attitude of a person. The skald rolls 1d20 and adds his skald level and his Charisma modifier to determine the totem empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. In addition, at 4th level, the totemic skald can cast charm animal once per day as a spell-like ability, using his skald level as his caster level and his Charisma modifier to determine the DC. This only functions against animals that are of the same type as his totem animal (subject to GM discretion). At 8th level, and every 4 levels thereafter, he can use this ability one additional time per day. Wild Shape (Su) At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn't allow the skald to assume other forms, such as elementals, plants, or other kinds of animals. When in animal form, the skald is treated as able to speak normally for the purpose of using raging song, but not for using other abilities that require speech (such as spellcasting). The skald uses his class level as his druid level for the purpose of qualifying for feats that affect wild shape (such as Wild Speech). Song of Strength (Su) At 6th level, a skald can use raging song to inspire his 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 his 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 his 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.
Hilda looked down at her bright green crystal bladed longsword. This had been the reason she was deported to this strange land, away from her friends and family. All Skalmold's make the journey to torch to craft themselves their own weapon. But looking down at her blade forged on Noqual, she almost felt resentment towards it. It had cost her two years of her life toiling strenuously on the weapon, and even now that it was complete she couldn't tell herself truthfully that the job had been masterfully done. In the morning, she'd pack her things and return to where she came from. Back to a place she understood, and people who knew her. But it was then that the torch went out. So she had no choice, she'd stay until whatever was wrong was solved. Then the towns leader, Khonnir, went missing exploring the caves underneath the torch. The situation seemed to call to her to help. So she strapped up her newly formed sword, and borrowed one of her uncle's skymetal weapons he kept on display in his shop, and she was gone. |