
Pounce |

I meant to say Battle Cry, actually. Brain fart, I've been having internal debates about the feat selection all day, haha. Thanks for correcting me though!
As for Cavalier, is there a way of increasing the number of times the Tactician ability could be used / day? I'd consider it just for the free TW feat, but Amplified Rage might not be the one to go for, based on the current party composition.
My party is currently consisting of a Barbarian (who after having seen the wreckage have decided to get amplified rage permanently), another martial frontliner (I can't even remember what class he is playing, but I think he dipped Fighter, so he benefits quite a bit from inspired rage) and a gnome Wizard (who is pretending not to hear the loud shouting, and insists that his raven familiar is too noble to rage. tsk tsk tsk.) - fortunately his summons are not of the same mindset :)
I really appreciate the suggestions! This is pretty much the first character I've ended up playing, and I'm having an absolute blast (in addition to making the GM slightly.. overwhelmed, which I guess is an additional bonus, haha)

Chess Pwn |

there is a feat for it practiced tactician for increased uses of tactician. the fighter would like the extra amplified rage, and if the gnome summons anything those can get amplified rage too.

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Barachûrg wrote:@Pounce: I hadn't thought of the dexterity thing for a Snake totem becoming sort of redundant with Uncanny Dodge. I was looking at the way improved dexterity improves both AC and gives you more AoO with Combat Reflexes.Well, the Totem Skald trades away Uncanny Dodge anyway, so it doesn't have that issue. :) That, and you are entirely correct in the usefulness of Dexterity, it'd probably depend on your build. If you are grabbing Snake Totem you are probably going to focus on AoO's regardless, so Combat Reflexes would be a no brainer feat. I'm just curious as to whether it would be worth it on a vanilla skald.
⋮ (trimming a bit)
Thanks for pointing that out. Forgot Uncanny Dodge gets swapped out for totemic scald.
I've only put this skald through two PFS adventures to see how it goes. Still trying to work out what might be best for a somewhat versatile skald that can also hold his own in a fight.
The Cunning Plan I had for the build, should I get the chance, wa something like this:
Level 1; Combat Reflexes (feat)
Level 3; Reckless Abandon (rage power)
Level 3; Skald's Vigour (feat)
Level 5; Power Attack (feat)
Level 6; Lesser Spirit Totem (rage power)
Level 7; Cleave (feat)
Level 9; Spirit Totem (rage power)
Level 9; Surprise Follow-Through (feat)
I wasn't planning (as yet) to do an archetype. Mostly because I really like the idea of the Spell Kenning ability at level 5.

Chess Pwn |

Thanks for pointing that out. Forgot Uncanny Dodge gets swapped out for totemic scald.I've only put this skald through two PFS adventures to see how it goes. Still trying to work out what might be best for a somewhat versatile skald that can also hold his own in a fight.
The Cunning Plan I had for the build, should I get the chance, wa something like this:
Level 1; Combat Reflexes (feat)
Level 3; Reckless Abandon (rage power)
Level 3; Skald's Vigour (feat)
Level 5; Power Attack (feat)
Level 6; Lesser Spirit Totem (rage power)
Level 7; Cleave (feat)
Level 9; Spirit Totem (rage power)
Level 9; Surprise Follow-Through (feat)I wasn't planning (as yet) to do an archetype. Mostly because I really like the idea of the Spell Kenning ability at level 5.
I suggest going the "Fated Champion" archetype. It still has spell kenning, just a little different. But you get an initiative bonus which is nice.
In your feats why are you taking cleave feat so late? I feel at that level the setup for cleave doesn't happen vary often. Also are you using a reach weapon? otherwise I don't know how much use you'll get out of combat reflexes.

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I suggest going the "Fated Champion" archetype. It still has spell kenning, just a little different. But you get an initiative bonus which is nice.
In your feats why are you taking cleave feat so late? I feel at that level the setup for cleave doesn't happen very often. Also are you using a reach weapon? otherwise I don't know how much use you'll get out of combat reflexes.
I'll have a look at the Fated Champion archetype. Thanks.
Actually, I've not really played many combat characters so far. Mostly sorcerers and bards. So I'm still a bit inexperienced with builds for the heavy hitters and meat shields.
So I guess taking Power Attack at level 3 and Cleave at level 5 would be better? And then take Skald's vigour at level 7?
Yes, he does have a reach weapon, a Bardiche. Handy for those AoO occasions sort of thing.

Chess Pwn |

Okay, reach weapons are awesome, cleave is most useful levels 1-5 and I feel it's not worth taking if you can't trade it out like a fighter could. Power attack at 5 is fine, your rage can get you the first few levels. And for a single class skald, extra rage power feat is often the best choice for your feats.
I Highly suggest playing the character to like lv5 and then reevaluating things and see where to go. As is you have nothing that needs a feat tree so you're good there.

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Okay, reach weapons are awesome, cleave is most useful levels 1-5 and I feel it's not worth taking if you can't trade it out like a fighter could. Power attack at 5 is fine, your rage can get you the first few levels. And for a single class skald, extra rage power feat is often the best choice for your feats.
I Highly suggest playing the character to like lv5 and then reevaluating things and see where to go. As is you have nothing that needs a feat tree so you're good there.
Thanks for that. I was trying to avoid feat trees. Mostly because there aren't enough feat slots to go around, unless you're a full-out fighter.
I also wanted to stay as a single-class Skald. I've played Bards before, so I'd kind of be playing like a bard. But one who gets his hands dirty more than a bard could.

Chess Pwn |

So beast totem gets natural armor and pounce, the natural armor scales the same rate as reckless abandon and power attack, meaning with those three you're getting extra damage for free.
The air bloodline line is also pretty good, you get to fly while raging.
Superstition gives bonus to saving throws.
These I'd say are "the best" rage powers because having martials able to fly and resist magic and get into the fight and stay there is a really good thing. But be aware, only the three you get from your class feature can be passed out, all the ones from feats can't be giving out in the rage song.
The spirit totem can be really funny if you go high charisma, since they all attack off or your charisma.

shroudb |
So beast totem gets natural armor and pounce, the natural armor scales the same rate as reckless abandon and power attack, meaning with those three you're getting extra damage for free.
The air bloodline line is also pretty good, you get to fly while raging.
Superstition gives bonus to saving throws.
These I'd say are "the best" rage powers because having martials able to fly and resist magic and get into the fight and stay there is a really good thing. But be aware, only the three you get from your class feature can be passed out, all the ones from feats can't be giving out in the rage song.
The spirit totem can be really funny if you go high charisma, since they all attack off or your charisma.
Do note that unlike power attack, reckless abandon scales with your level and not your Bab, meaning that in the end you give a higher att bonus than the pa att penalty.
Also if you have feats to spare you can pick up abandon through an extra rage power feat and also nab the rage power that allows you to share it, freeing up a spot for another shared power

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Check out this Masterpiece from Melee Tactics:
Cost: Feat or 2nd-level bard spell known.
Effect: When you learn this masterpiece, choose a teamworkfeatforwhichyoumeettheprerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you.
Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering
Use: 1 bardic performance round per round.
I'm not completely sure if a solo Skald can still get rage+Amp Rage working, but there's definitely some potential here. It also sounds like you don't need the actual feat.
Also, potentially cool with Stealth Synergy for a big group.

Chess Pwn |

Check out this Masterpiece from Melee Tactics:
Quote:Cost: Feat or 2nd-level bard spell known.
Effect: When you learn this masterpiece, choose a teamworkfeatforwhichyoumeettheprerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you.
Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering
Use: 1 bardic performance round per round.I'm not completely sure if a solo Skald can still get rage+Amp Rage working, but there's definitely some potential here. It also sounds like you don't need the actual feat.
Also, potentially cool with Stealth Synergy for a big group.
Which masterpiece is this?

Pounce |

Get some song of the fallen up in this thread, yo.
The VMC rules seem like they would be decent on a Skald, despite killing like, all their feats.
In particular, Wizard VMC (Foresight) looks both thematic and useful on a single class Fated Champion. You get a familiar by L3 - and if you get Battle Song of the People's Revolt you can give everyone Amplified Rage starting at L4 - provided you can keep a masterpiece going at the same time as normal performance, of course. This way your familiar can be a Mauler, and really tear into melee while you buff - chances are it will be almost just as decent as you are at that point, even if you just spend your time performing and buffing. Hell, with the increased strength it would gain from Amplified Rage, you should be able to use it as a mount pretty easily, should you so desire. READY THE SKALDOLON
At L7 you get to add your 1/2 level to initiative once more, and always act in surprise rounds (and they stack, since the Fated Champion bonus is Insight). Oh, and Prescience gives you a free "reroll" a couple of times a day, for free. Raging Song becomes a move action, and you get to Haste stuff.
L11 is a kind of low point. Pretend like it doesn't exist. L15 potentially gives you an 18 HD outsider, which you can buff to cinders, and L19 gives you an aura thing that gives a luck bonus. Seems very redundant at this level, but Fate's Favored will still boost it, so + for synergy, however slight.
Thoughts?

shroudb |
with the new masterpiece i really dont see the need for a familiar.
be a half orc and pick up warleader's rage, spend 2 of your 2nd level spells for pageant of the peacock (to cover skills since you have to take like +2 irrelevant performances for the two masterpieces), and for people's revolt (amplified rage) and you are gtg.
as RAW goes, revolt work's kinda weirdly in the sense that you dont spend rounds of performance as combat pass, but you have to kinda eyeball how long the fight will last.
since:
Masterpieces:
Use: This line specifies how many bardic performance rounds the bard must use to activate the masterpiece. In some cases, the bard can extend the duration of the masterpiece by expending additional rounds of bardic performance, just as if it were any other use of bardic performance. The bard expends the listed number of bardic performance rounds when he starts performing the masterpiece; if he is interrupted, the attempt fails and the spent performance rounds are lost.
with warleader's rage, you only have to be adjacent the very first round you start the masterpiece. (what are the chances to not have a single member accept the song in a party?)
personal notes:
until like lvl6, you spend a lot of combat rounds buffing people. since you need 2 rounds, 1 for raging song, 1 for amplified rage.
after lvl7, it's kinda the same. first round is usually haste+raging. 2nd round is good hope+ amplified. if the battle is hard.
else it is still 1 round of buffing and one move of the next round, so if the opponent haven't moved up to you, you still lose 2 full rounds of not smacking things.

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Yeah, I'm not comfortable relying on how Masterpieces interact with Inspiring Rage to drop the familiar. I suspect People's Revolt is still quite useful for other things.
I really like the Foresight Wizard VMC, and I think Life Oracle could also be fun, but I expect a lot of Orc Bloodline Sorcerer VMCs. :)

Fourshadow |

A masterpiece is an additional option for bardic performance. So you can't have raging song and people's revolt up at the same time.
now a Skald VMC into cavalier is awesome, as it'll give you tactician, which means free feats and opportunity to share it.
As James Jacobs has said, bardic performance use the same resource, but they are NOT the same thing. You CAN have a performance AND a masterpiece in effect at the same time. However, you are burning up two rounds of bardic performance each round you do this (which is why certain items/feats are made even more useful for conservation of these performance rounds).

Chess Pwn |

Chess Pwn wrote:As James Jacobs has said, bardic performance use the same resource, but they are NOT the same thing. You CAN have a performance AND a masterpiece in effect at the same time. However, you are burning up two rounds of bardic performance each round you do this (which is why certain items/feats are made even more useful for conservation of these performance rounds).A masterpiece is an additional option for bardic performance. So you can't have raging song and people's revolt up at the same time.
now a Skald VMC into cavalier is awesome, as it'll give you tactician, which means free feats and opportunity to share it.
I saw a comment somewhere, maybe in one of the PFS forums, but it was saying that it is a bardic performance or that you just couldn't have both up at the same time, either way it stopped it. Maybe it was just for PFS or maybe it was a general rule. I don't remember, I just know it shot down a build I was going for.
If you have a link to something official saying you can have both up at the same time that'd be great.
James Jacob saying, "Bardic masterpieces are performances." So you can't use him as a source since he says they are performances when asked to clarify what he meant.

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You probably should be able to. You have a bloodline, and can trade away the first bloodline power at 3rd. You could do this with Wizard or Witch VMC as well.
The Sorcerer VMC bloodline you want is probably Orc, but there's no specific bloodline familiar power, so the GM would have to make one. Probably something Rage-related, which would be cool.

Pounce |

Maybe an argument could be made, considering how the VMC Sorcerer states that you do select a bloodline? I am slightly hesitant though, considering how iirc you also delay progression on the bloodline spells by choosing the familiar, and you don't have that option through getting the powers. I might be wrong though!
Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.
This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.
Also, VMC Imperious Sorcerer seems neat. Heroic Echo (gained at L7 with VMC) gives +1 to all morale bonuses, is shared with the party as an immediate action, and also gives a +1 to all competence bonuses starting at L9. Might be cool if you are really aiming to just buff everyone.

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I'm deciding on 2nd level Skald spells, and almost starting to wish I'd gone Totemic Skald (Mouse).
Heightened Reflexes as a level 2 spells gives your whole party +10 on one Reflex save within 1 minute/level. Adding Evasion for everyone on top of that to flat out negate the first fireball a fight is worth building around, even if it delays Lesser Spirit Totem.

Devo |
I'm surprised no one has mentioned the 3rd level spell, Coordinated Effort. That grants a Teamwork feat you own to others, which they can gain the benefit of so long as you are part of the team.
You have to wait until 7th to get it, but you can pick up Amplified Rage at the same time, letting you get other feats earlier on in your career.