The even more savage skald


Homebrew and House Rules


I typed up most of this a while ago. At the time, I called it an expanded archetype, but it’s more like the alternate classes from Ultimate Combat. Recently, I’ve neatened it up and changed a couple of things, so I thought I‘d post it here and see what people think.

It’s a combination of the Savage Skald archetype from the APG, the Savage Bard from Unearthed Arcana, bits from the other bard archetypes and a small amount of creativity, which serves mostly to hold the thing together
The class features are all from the APG or the Core Rulebook, with the exception of the bonus combat feats, but they’re available here in new combinations to represent different character types. There are also a few other changes that make the skald different from any kind of bard.

The Skald

If the bard is a magical performer who can also fight, the skald is an inspiringe warrior who can also cast spells.
You’re far more likely to find one beating the drum on a longship, blowing a bugle to start the charge or telling epic tales to a barbarian thane than you are to see one set foot on a stage or busk in the street.
Many who see them in action never guess that they are kin to bards at all, because a skald’s performances are just as likely to involve screaming and hitting a shield with an axe as they are to involve singing or instruments.

A Skald is a Bard, with the following exceptions:

Weapon Proficiencies: A skald is proficient with warhammers, battleaxes and handaxes, but not with saps or whips.

Class skills: At 1st level, a skald adds Survival, Swim, Ride and Handle Animal to his list of class skills and removes Linguistics, Acrobatics, Sleight of Hand and Escape Artist from his list of class skills

Saves: A skald has a good fortitude save, a poor reflex save and a good will save.

Spell list: A skald adds the following spells to his spell list:
1st- calm animals, magic weapon, endure elements, summon natures ally I
2nd- bull’s strength, bear’s endurance, pass without trace, summon nature’s ally II
3rd- summon nature’s ally III, beast shape I
4th- greater magic weapon, summon nature’s ally IV
5th- commune with nature, summon nature’s ally V
6th- mass bull’s strength, mass bear’s endurance, summon nature’s ally VI

And removes the following spells from his spell list:
calm emotions, cat’s grace, mass cat’s grace, comprehend languages, share language, detect secret doors, erase, illusory script, prestidigitation, sepia snake sigil, summon monster I-IV

Class Features:

At 1st level a skald chooses either Rallying Cry (as the Arcane Duelist performance) or Sea Shanty (as the Sea Singer performance.
This replaces Countersong.
Many skalds of a military bent call their Sea Shanty performance Marching Song, but the effects are the same.

A skald gains Inspiring Blow (as the Savage Skald performance).
This replaces Fascinate.

A skald may take Demoralise (mechanically identical to the Court Bard’s Satire) in place of Inspire Courage if he wishes.

At 2nd level a skald learns to mix martial might with his songs and spells. He gains Combat Casting as a bonus feat and gains a bonus combat feat every 4 levels thereafter.
This replaces Versatile Performance and Well Versed.

At 3rd level a skald may take Still Water (As the Sea Singer performance) in place of Inspire Competence if he wishes.

At 5th level a skald must choose between the Arcane Duelist’s Arcane Bond feature, a hawk, raven, viper, fox or spider familiar (using his Skald level as his Wizard level), or 1d6 sneak attack + another d6 every 5 levels thereafter.
This replaces Lore Master.

At 6th level a skald must choose between Incite Rage (As the Savage Skald performance) and Whistle in the Wind (as the Sea singer Performance).
This replaces suggestion.

At 10th level a skald must choose between Arcane Armour (as the Arcane Duelist class feature) and Song of the Fallen(as the Savage Skald performance).
This replaces Jack of All Trades.

At 12th level a skald gains Berserkergang (as the Savage Skald performance).
This replaces Soothing Performance.

At 15th level a skald may take Show Yourselves (as the Detective performance) in place if Inspire Heroics if he wishes.

At 18th level a skald gains Call the Storm (as the Sea Singer performance) if he chose Whistle in the Wind at 6th level, or Battlesong (as the Savage Skald performance) if he chose Incite Rage.

What does everyone think? See any balance issues or missed opportunities? How do you feel about the spell list? I’m not sure pass without trace belongs, for one thing.
Should the familiar option treat his bard BAB as his wizard level? That would reduce its power by about the same amount as the bonded object is limited by his slower casting progression.

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