[PFS] Teamwork Skald Build


Advice


Been working on an idea, and was hoping that running it by the forums here might help me fill in some gaps. The quick summary of the build is:

Half Orc (Sacred Tattoo, City Raised, Intimidating, Darkvision)
-Favored class bonus (Skald): Can rage an extra round/day
Traits:
-Fortune's Favored (Add +1 to any luck bonus you receive)
-Comunity-Minded (Any morale bonus you grant lasts extra 2 rounds)
Skald (Fated Champion) 1/Slayer (Vanguard) 2/Skald (Fated Champion) X

A bit more of a breakdown looks like this:

Breakdown:

Level 1: Skald (Fated Champion) 1
Feat: Skald’s Vigor – While maintaining a raging song, gain fast healing equal to the song’s strength bonus
Bonus Feat: Extra Performance – You can use performance an extra 6 rounds per day (PFS replaces Scribe Scroll with this)
*At this point, your allies gain +2 morale to Str and Con, +1 to Will, -1 AC, and you gain Fast Healing 1. You rage for 9 + CHA rounds/day.

Level 2: Slayer (Vanguard) 1
Studied Target (Ex): As a move action, study a target to gain +1 on Bluff, Knowledge, Perception, Sense Motive, Weapon attack and weapon damage.
Lookout (Ex): Add ½ Level to Initiative Checks (This appears to not be class dependant, worst case it becomes a static +1)

Level 3: Slayer (Vanguard) 2
Tactician (Ex): Add Teamwork Feat (Amplified Rage – When raging adjacent to someone with this feat, increase morale bonus by +4 to Str and Con), once per day as standard action, grant to all allies in 30’ 3 + ½ level rnds (Replaces 2nd level Slayer Talent)
Feat: ??? Generally my feats will probably go into Extra Rage Powers, but noting that those from the feat seem to only work on myself.
*At this point, if you are adjacent to an ally, any ally, while both are raging and you grant this, you will have +6 Str/+6 Con, and the Skald gains Fast Healing 3

Level 4: Skald (Fated Champion) 2
Watcher of the Weave: Gain an insight bonus to initiative equal to ½ your Skald level (Initiative will start going through the roof)

Level 5: Skald (Fated Champion) 3
Feat: ???
Rage Power: ???

Level 6: Skald (Fated Champion) 4
Uncanny Dodge: You are never caught flat-footed, nor do you lose dex bonus to AC when attacked by invisible.

Level 7: Skald (Fated Champion) 5
Feat: ???
Far Seer: Give up spell slots to cast from Sorcerer/Wizard, Bard or Cleric lists. Spells that predict the future cost one less, spells that cause damage use one more.

Level 8: Skald (Fated Champion) 6
Rage Power: ???

Level 9: Skald (Fated Champion) 7
Feat: ???

Level 10: Skald (Fated Champion) 8
Improved Uncanny Dodge: You can no longer be flanked.
Inspiring Rage bonus to stats increases to +4, will bonus is at +3.

Level 11: Skald (Fated Champion) 9
Damage Reduction: Gain DR 1/-
Rage Power: ???
Feat: Improved Skald’s Vigor – Your allies share your fast healing while you rage song
*At this point, you grant your fast healing to allies (and gear would probably be put together to improve morale bonuses). Your initiative is quite high, and you can rage for a total of 27+Cha rounds/day (How long is combat again, generally?)

So that's the core of it. That's 3 Rage Powers and 3 Feats unaccounted for, and I'm kind of torn between focusing on two handed feats (I will probably use a reach two-handed weapon) or just picking 3 personal rage powers. Maybe something like this:

Personal Rage Powers:
-Quick Reflexes: Can make one additional attack of opportunity per round while raging.
-Lesser Spirit Totem: Spirits slam an opponent adjacent to you
-Spirit Totem: Ranged and melee not adjacent to you have a 20% miss chance

Rage Powers:
-Superstitious: Gain a morale bonus vs spells, SLAs and SUs
-Witch Hunter: Extra Damage vs Spellcasters
-Disruptive: Gain the Disruptive Feat

What do you think?

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