| Krell44 |
My Skald will be hitting level 3 very soon, which means he will be able to select one rage power. He receives a rage power at levels 3, 6, & 9 and is able to share these with each party member that accepts his raging song.
If you were building a group of 5-6 adventurers and knew there would be a Skald in it, which Rage powers would you want him/her to have to help you?
In this particular case I do not think the Beast Totem line is effective, as I cannot select Greater Bewast Totem until level 10, which means I would need to retrain my 9th level power once I hit 10, and then we would effectively only have pounce for levels 10 and 11. It may be worth it, but I am hoping for an option that provides much better utility/effects from level 3 to 10.
Considering this line:
Spirit Totem (Su): While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach). A barbarian must have the lesser spirit totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Spirit Totem, Greater (Su): While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage. A barbarian must have the spirit totem rage power and be at least 10th level to select this rage power.
Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.
Would folks find this helpful? What would you want?
| Gauthier Descamps |
Spirit Totem rage powers are really nice, especially if your party members have familiars, minions, companions, summoned creatures etc
Also, as soon as you get Spell Kenning you can become a "necro-skald" (you can cast Animate Dead). If your GM agrees that the "undead barbarian" rule in the Monster Codex applies to all undeads, you can walk with 4x your caster level in 1HD skeletons that will benefit from your raging song (and thus all give you the attack and automatic damage of the Spirit Totem powers). Your undeads are weak, but with Linnorm Death Curse Tor, your enemies have to make a save when they kill one or become permanently staggered!
If you're interested I explain this build (that I call The Bone Dancer) here The Bone Dancer
If you want a more traditional skald, Strength Surge and Savage Dirty Tricks are great, as your party members and pets can now chain-stun their target (remember you can twist your song off and on every round to allow them to use those 2 powers repeatedly).