Racial
* Unstoppable (+1 fort and toughness)
* Hatred (+1 hit vs orcs)
* Defensive Training (+4 dodge bonus vs Giants)
* Loremaster (+2 Knowledge history for Dwarven history and their enemies)
* Slow and Steady
* Stonecunning
* Stability (+4 CMD vs Bullrush and Trip)
* Darkvision (60ft)
Traits
* Roll With It: (You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a 1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day)
* Bruising Intellect (Int for intimidate)
Equipment
* Masterwork Breastplate (+6 AC, -4 AC)
* Masterwork Falchion
* Longhammer
* Fighter's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin)
* Book of Grudges (Adventurer chronicle. +2 circumstance bonus on a specific Knowledge check dealing with a grudge)
* Cloak of Resistance +1
* Wayfinder with cracked dusty rose prism Ioun Stone (+1 initiative, +2 strength)
* Incandescent Blue Cracked: +1 competence bonus on Perception
* Pink and Green Cracked: +1 competence bonus on Intimidate
* Mullberry Cracked: +1 competence bonus on Bluff and Diplomacy
* 815 gc
Skills
* Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.
* Well Versed (+4 vs sonic)
* Intimidate: 4 Skill Points +11
* Perform-Oration: 4 Skill Points +10
- Sense Movitve +10
- Diplomacy +11
* Spellcraft: 4 Skill Points +10
* Knowledge Religion: 1 Skill Point +9
* Knowledge Nature: 1 Skill Point +9
* Knowledge Local: 1 Skill Point +9
* Knowledge Engineerring: 1 Skill Point +9
* Knowledge Dungeoneering: 1 Skill Point +9
* Knowledge Arcana: 1 Skill Point +9
* Knowledge Planes: 1 skill point +9
* Knowledge Geography: 1 skill point +9
* Perception: 4 Skill Points +10 (+12 stonework)
* Use Magic Device: 3 skill points +5
Background Skills
* Knowledge Nobility: +12
* Knowledge History: +12 (+14 for dwarves and their enemies)
(I.e.: Hideous Laughter, DC 14.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2; Subdomain revelry 2, whimsy 1
CASTING
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell afflicts the subject with uncontrollable regret. It collapses, assailed with knowledge of wrongs done by its people, falling prone. The subject can take no actions while assailed, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues being assaulted by knowledge of past wrongs for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because regret doesn't "translate" well.
Lvl 2 Spells 2 per day
* Herosim (10/min Level, +2 Morale To Hit, Saves, and Skills)
* Cure Moderate Wounds
Inspired Rage
* At 1st level, affected allies gain a +2 morale bonus to Strength, Dex or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.
* Gives Lesser Beast Totem
* Infuriating Mockery (At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charisma-based skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained. At 7th level and every 4 levels thereafter, the urban skald can target an additional foe with this ability. This replaces song of marching and damage reduction.)
Back of the Crowd
* At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.
Uncanny Dodge
* At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood of the Ancestors
Level 1: Etheral Axes (Starting at 1st level, you can make a ghostly axes appear as a free action. These are treated as natural weapons, allowing you to make two attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). 3+Int rnd/day (6 rounds)
Level 3: Protection of the Ancestors (Cold Resistance 5 and +1 natural armor. Increases to resistance 10 and +2 natural armor at level 9.)
Level 3: Ghostly Roar (At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once more per day)
Natural Armor Increase
At 1st, 4th, and 7th level, a ancestor disciple is protected by a ghostly suit of chain armor. He gains an increase to the character’s existing natural armor (if any)
Headbutt
At 2nd level, whenever the dragon disciple uses his bloodline to make ghostly weapons, he also forms a dwarven boulder helmet. This is a primary natural attack that deals 1d6 points of damage, plus 1–1/2 times the ancestor disciple’s Strength modifier. Upon reaching 6th level, this helmet also deals 1d6 points of cold energy damage.
Ancestor's Might
At level 7, once per day the Ancestor Disciple can take on the form of the ghost of an ancient dwarven hero. This acts as Form of the Dragon 1. At lvl 10 this acts as Form of the Dragon 2. He can use this ability twice per day.
Ghostly Flight
At level 9, as a standard action, the Ancestor Disciple can fly through the air like a ghostly apparition. This gives a fly speed of 60 feet with average maneuverability. He can go back to normal as a free action.
Ghost Sight
At lvl 10 the ancestor disciple gains blindsense 60ft.
Magic Progression
+1 skald spell level at lvls 2,3,4,6,7,8,10
Stat Increases
Lvl 2: +2 Str (18)
Lvl 4: +2 Str (20)
Lvl 6: +2 Con (18)
Lvl 8: +2 Int (18)
Saga of Orick Ironfoot:
"He hewed with the brand!
Long since he went to Linnorn-Land for the slaying of the Worm,
There he won glory and the name of Wyrm-doom,
Since he pierced that serpent through, with the blade of inlaid steel.
He hewed with the brand!
Young he was, when east of Oere-sound he made good breakfast for the wolves,
While his steel sang on the high-crest of the icing-death,
Blood-stained the sea, the ravens waded through.
He hewed with the brand!
Ere a hundred years has passed o'er us, we who shake our axes,
At wave-mouth was the hero laid low,
Warriors died! The crimson death colored the sea and ravens feasted.
He hewed with the brand!
The war-god loved him when he was sent to the mighty halls,
Keen was the raven feathered arrow that we sent ere his passing,
Dirge was the music of sword on scale and cleft was shield.
He hewed with the brand!
Great was his courage when he faced Icasarcht, 'mid his winged steed, died.
No jarl more fearless was sent o'er the main;
His stout heart drove him, fearless, by the ice-devil's haunt.
He hewed with the brand!
The brand bit sore, the sword flew from its sheath,
Crimson the borders of our mood-shields when he died,
Loud roared the spears of his kin, as low law the drake.
He hewed with the brand!
His life was well-nigh o'er; sharp is the pang that the serpent gives.
For the snakes nest deep in the heart. No more may his children rest
Great wrath will fly for the undoing of doom.
He hewed with the brand!
Full gladly did he go! See the Glory fly to Magrim's halls!
High-seated among the heroes shall he quaff the yellow-mead."
Saga of Duran Redmane:
...Duran was borne off
By the burning forge,
The searing flames
Was his end:
My son, who shunned
All spite and slander -
I must weep. But why
For one so all-worthy ?
Remember his fate
And forget I will not
Magrim, not Egil,
Holds him for ever,
The orc has stolen my son,
The sapling growth
From my wife´s womb
The warrior-seed.
The hammer-god shared
Spoil with me,
My oath was to Torag,
He gave me aid:
Now that maker of mystic
Runes only mocks me
Voids all my victories,
I, the breaker of vows.
I´ll make offerings to Angradd
Though not in eagerness,
I´ll make my soul´s sacrifice
Not suffer silently:
Though this friend has left me,
Breaker of orcs,
To his credits he comforts me
I join him.
That wolf-killer, that warrior
God, well seasoned in war
Bestowed a bounty
Not to be bettered:
To my art he added
One other gift,
A heart that held
Not craft only: hatred !
The end is all.
Even now
High on the headland
Magrim stands and waits,
Life fades, and I must fall
And face my own end
Not in misery and mourning
But with a man´s heart.
The Wrath of King Valthyr:
...In swelling rage | then rose up King Valthyr,--
Seldom he sits | when he such things hears,--
And the oaths were made, | the words and bonds,
The mighty pledges | between them made.
I know of the horn | in temple, hidden
Under the deep-reaching | holy rock;
On it there sounds | with Valthyr's pledge
A mighty blast: | would you hear?
On all sides saw I | dwarves assemble,
Ready to march | to battle the orcs;
Skuld bore the banner, | and Skogul marched next,
Guth, Hild, Gondul, | and Geirskogul.
Of Herjan's chosen | the list have ye heard,
Hearthguard ready | to march o'er the earth...