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Kobold Catgirl |
![Kobold](http://cdn.paizo.com/image/avatar/kobold.jpg)
Sorry for the clickbait title, but this really is a question that's been bugging me. What does the skald do well?
I know the warpriest gets bashed a lot, but he still gets things neither the fighter nor cleric get together: Bonus melee abilities and spells.
I guess I just can't see how the bard is meaningfully better at melee than the skald, aside from proficiencies. The raging song doesn't do much more than Inspire Courage, especially at low levels. It arguably does less, in fact, since it only aids your melee friends and hurts the AC.
Is there any reason to play a low-level skald outside a party with a barbarian?
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Skalds are awesome. I'm not exactly sure what your objection is.
Skalds get:
- All Martial Weapons and Medium armor without spell failure
- Scribe Scroll (great during downtime) (or Extra Performance in PFS, which is handy at level 1.)
- Spell Kenning, which lets them cover a lot of ground during downtime, and spot-solve a lot of weird situations during adventuring. This can let you get by without a cleric for Remove Curse/Disease, etc.
- Not sure if you count 10th level as low, but Greater Skald's Vigor is great. Fast Healing 4 for everyone, which they automatically accept when unconscious? It turns Exquisite Accompaniment into an excellent group heal for a 3rd level spell (40/person at 10th, doubled with a lesser extend rod.)
But mostly, they give *everyone* Rage Powers. Lesser Spirit Totem is an extra attack per round for everyone, Strength Surge grows into a giant bonus, Guarded Life (and Greater) keeps party members alive. Savage Dirty Trick, Unexpected Strike, Come and Get Me, Shake it Off, Flesh Wound. If you're not playing PFS, Lesser Celestial Totem is nuts. There are tons of great rage powers, and multiplying them across the party is even better.
There are also quite a few rage powers that are great in specific circumstances, even better when the whole party gets them. Flexible Fury lets the Skald grab these other powers when needed. Ghost Rager or Lesser Celestial Bloodline to give your whole party Ghost Touch or Good aligned melee attacks will flat out win encounters.
Totemic Skalds can give everyone Evasion, and Battle Scions can give everyone Teamwork Feats or regular Combat Feats.
Skalds are also *awesome* rage cyclers after 7th and ludicrous after 13th. They can restart the Raging Song each round as a Move(/Swift) action, without Fatigue, resetting 1/Rage powers for *the whole party*. Strength Surge, Unexpected Strike and Flesh Wound every round for everyone is awesome.
If you're worried about people taking the rage, or not getting the right buffs from it, Urban Skald or Spell Warrior skald are both great options, letting you give people Rage powers *without even raging.* I'd pretty much always take a Spell Warrior Skald over a non-archetype Bard, although Spell Warrior drops off in the later game because its buff has a target limitation and people are likely to have all the weapon buffs they need. But by then, Rage Powers are your main draw anyway.
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Melkiador |
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![Bernaditi](http://cdn.paizo.com/image/avatar/PZO9532-Rakshasa.jpg)
So, at high levels, they're certainly very good. But what do they offer at levels 1-3?
In those early levels, the rounds of song are actually pretty limited. The skald, with his better weapon and armor proficiencies, will be able to help more in his non-singing rounds.
And the raging song helps will saves, which is a pretty big deal to many characters.
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Paradozen |
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![Eyeball](http://cdn.paizo.com/image/avatar/eye.jpg)
Community Minded trait lets you have each round last longer (lingers, then the str/con/save bonuses stick a bit more). Blanket buff to will saves helps prevent colorspray, a common killer.
Martial Weapons actually make a big difference in this range too, because 2d6 damage kills alone sometimes. Add in skalds vigor and you can make a frontline which helps the healer quite a bit out of the fight.
After levels 1-3 you get spell kenning, which is great for being shrodinger's bard (or as I call it, shrodingers metal brother), greater skalds vigor is outstanding, and if you didn't choose beast totem (maybe everyone can already move and attack) celestial totem is fantastic. Free Daylight, Invis. Purge, healing, and SR that doesn't apply against allies is a pretty nice bundle and it saves the party cleric some spells.
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What level are you interested in specifically?
At level 1, Skald has Scribe Scroll, medium armor, and better weapon than the Bard, but two fewer skill points and missing a few performances like fascinate. Vanilla bard might have issues with people not need ing Str or not accepting the Rage, but that's what Spell Warrior or Urban Skald are for.
At level 3, Skald gets rage powers and jumps significantly ahead of the bard. Lesser Spirit Totem, for example, is giving everyone an extra attack per round for say 1d4+4 damage, bypassing DR. Lesser Celestial Bloodline gives everyone Good aligned attacks and +1d6 damage vs evil outsiders. Etc.
At level 5, Bards jump to +2. Spell Warrior skalds also jump to +2. Regular Skalds get Spell Kenning, allowing them to cast any 1-2 level Wizard or Cleric spell once/day.
At 6th, Skalds get their second Rage Power, opening up Savage Dirty Trick, and things like Greater Guarded Life.
At 8th, the rage bonus goes to +4 Str/Con, equivalent to the bard's buff at this level.
I think everything I mentioned is available by 10th, except for Come and Get Me and Flesh Wound, which you could get at 12th.
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Melkiador |
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![Bernaditi](http://cdn.paizo.com/image/avatar/PZO9532-Rakshasa.jpg)
Kobold Cleaver wrote:I apologize for the unclear first post, but I can't tell how much of that stuff applies to a vanilla low-level skald, so I'm not sure how to interpret your post.Everyone is limited at first level, I don't see where the Skald stands out particurlarly in this.
It's more that he thinks the skald doesn't stack up to the bard at early levels. Personally, I'm not a fan of scribe scroll on a spontaneous caster, though that does eventually become useful with spell kenning.
And if you decide to rule that spell kenning doesn't let you scribe scrolls, then the scribing is even less useful and needs archetypes to trade it out.
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Drahliana Moonrunner |
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![Shalelu Andosana](http://cdn.paizo.com/image/avatar/PZO9050-Shalelu_90.jpeg)
Drahliana Moonrunner wrote:It's more that he thinks the skald doesn't stack up to the bard at early levels. Personally, I'm not a fan of scribe scroll on a spontaneous caster, though that does eventually become useful with spell kenning.Kobold Cleaver wrote:I apologize for the unclear first post, but I can't tell how much of that stuff applies to a vanilla low-level skald, so I'm not sure how to interpret your post.Everyone is limited at first level, I don't see where the Skald stands out particurlarly in this.
When kenning comes into play, scribe scroll becomes gold. as Kenning gives the skald access to a whole world of spells.
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Melkiador |
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![Bernaditi](http://cdn.paizo.com/image/avatar/PZO9532-Rakshasa.jpg)
I'd edited my above post, but it's possible kenning doesn't work for scrolls. "The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires."
And kenning only says you can cast as if you knew the spell. It could use a FAQ, but I wouldn't be surprised if some don't allow it.
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Drahliana Moonrunner |
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![Shalelu Andosana](http://cdn.paizo.com/image/avatar/PZO9050-Shalelu_90.jpeg)
Drahliana Moonrunner wrote:Kobold Cleaver wrote:I apologize for the unclear first post, but I can't tell how much of that stuff applies to a vanilla low-level skald, so I'm not sure how to interpret your post.Everyone is limited at first level, I don't see where the Skald stands out particurlarly in this.It's more that he thinks the skald doesn't stack up to the bard at early levels. Personally, I'm not a fan of scribe scroll on a spontaneous caster, though that does eventually become useful with spell kenning.
And if you decide to rule that spell kenning doesn't let you scribe scrolls, then the scribing is even less useful and needs archetypes to trade it out.
PFS makes you trade it out for Spell Focus.
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![The Manyfaced One](http://cdn.paizo.com/image/avatar/Ghostmonkdwarf.jpg)
The fact that, with a dedicated group, everyone can rage all day, and you could have fast healing 4 at level 2 while you rage right along with them? When you hit level 10 (or 11, depending on if you retrain or not) you also can give everyone else the same fast healing.
If that isn't disgustingly terrifying I don't know what is.
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BretI |
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![Shaman](http://cdn.paizo.com/image/avatar/PZO7101-Shaman_500.jpeg)
Skald makes a better "battle bard" with it's better armor and weapon proficiencies, fort and will as a good save, and pumping more power into most melee-focused characters. It can be truly awe-inspiring in the right group.
That said, if your front-liners are a magus and an alchemist the Skald will be sad. Although there are a lot of characters that would benefit from taking the song, there are definitely some that will never want it.
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Melkiador |
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![Bernaditi](http://cdn.paizo.com/image/avatar/PZO9532-Rakshasa.jpg)
That said, if your front-liners are a magus and an alchemist the Skald will be sad. Although there are a lot of characters that would benefit from taking the song, there are definitely some that will never want it.
Each ally can choose to accept or end the song's effects at the beginning of each of their turns, as long as the song is active. So, even a magus will get occasional rounds where he will want to accept it. And I'm not really sure why an alchemist would have trouble with it. It doesn't seem to negatively affect any of his abilities.
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![Zon-Kuthon](http://cdn.paizo.com/image/avatar/PriestZonKuthon_final.jpg)
I always try to break things down into feats to understand them.
At certain levels a bard provide a better to hit, +1, and better damage, +1. That is a feat and a half. Less if you are giving to it two handers because the get more from there strength bonus.
What does the Skald give that the bard does not. Bonuses to all will saves that's worth one or more feats. Boost to Fort another feat after level 7. Toughness twice after level 7. Several rage powers, that's at least a feat each. Superstition is actually better for skalds because it's easy to drop the song to let people get healed, no fatigue. The ability via spells to change and adapt your song. Eventually fast healing.
The cost of this 1 AC. This, at most levels is meaningless. At low levels it feels like it matters. The case has been made that AC is the least important defence saves and HP beeping more important.
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![Wings of Protection](http://cdn.paizo.com/image/avatar/Paizo_Wingofdeparture_HRF_.jpg)
Each ally can choose to accept or end the song's effects at the beginning of each of their turns, as long as the song is active. So, even a magus will get occasional rounds where he will want to accept it. And I'm not really sure why an alchemist would have trouble with it. It doesn't seem to negatively affect any of his abilities.
Indeed. I've had the party wizard accept my skald song on occasion (mainly because it included the Superstition rage power, boosting his saves by a lot).
I always try to break things down into feats to understand them.
Bear in mind that weapon focus is a pretty weak feat, too; it's pretty rare for anyone to take it except as a prereq. Several of the other feats or feat-equivalents that you mention are much stronger.
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![Zon-Kuthon](http://cdn.paizo.com/image/avatar/PriestZonKuthon_final.jpg)
...
Grandlounge wrote:I always try to break things down into feats to understand them.Bear in mind that weapon focus is a pretty weak feat, too; it's pretty rare for anyone to take it except as a prereq. Several of the other feats or feat-equivalents that you mention are much stronger.
This is a good point. For some reason people seem to forget about the immense defensive power of the Skald. I would say the number one problem with the class is that it is hard to get people to remember all the stuff your giving them.
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I've had the party wizard accept my skald song on occasion
If you've got Community Minded, most people should accept your song when it first starts, unless they know they've got an immediate action requiring concentration they want to use. They lose AC until their turn starts, but the Con and WIll saves will last two more turns. That Con bonus saves lives, especially if it means you survive long enough to automatically accept the rage while unconscious.
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![Nagaji](http://cdn.paizo.com/image/avatar/PZO1121-Nagaji_90.jpeg)
Grandlounge wrote:I would say the number one problem with the class is that it is hard to get people to remember all the stuff your giving them.I find this a problem with any buffing class. I frequently have to remind people of what all they get from haste.
** WARNING : SHAMELESS PLUG FOR PAIZO PRODUCT AHAED **
That is what the buff deck is all about. I love it!!! And I really use it a lot as a skald. I play him in PFS and I have yet to find a party that didn't have at least one player who would always take the rage.
Shared rage alone is huge when used correctly.
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![Zon-Kuthon](http://cdn.paizo.com/image/avatar/PriestZonKuthon_final.jpg)
A few things I have learned related to the last few posts.
1) Community Minded is huge for this class. Remind anybody that passes on a turn or is in no risk of getting hit to take your song for a round.
2) Build your character to utilize your song. What every your build choice, make sure you are able to benefit from it. Skalds are force multipliers. They get better for every person that uses their abilities. Two people is the minimum to start really swing things. You plus one other is the best place to start.
3) Buff cards are great. I made my own specifically for my build. They are helpful.
4) Help with the math. I tell people when they get hit with something, lets say Fort targeting spell. You have a +5 for me against that spell 2 from Con and 3 from superstition.
5) Get a wand of moment of greatness. Great in combat. Also great out of combat. Have a poison, disease or affliction your trying to cure. Song + MoG have them roll with double morale. That aforementioned +5 Fort just became a +10.
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![Shield](http://cdn.paizo.com/image/avatar/Plot-shield.jpg)
BretI wrote:That said, if your front-liners are a magus and an alchemist the Skald will be sad. Although there are a lot of characters that would benefit from taking the song, there are definitely some that will never want it.Each ally can choose to accept or end the song's effects at the beginning of each of their turns, as long as the song is active. So, even a magus will get occasional rounds where he will want to accept it. And I'm not really sure why an alchemist would have trouble with it. It doesn't seem to negatively affect any of his abilities.
True - but if you're comparing skald vs bard, the magus (and any dex build, archer, barbarian, or bloodrager in the party) might use the skald song occasionally, but they'll still be sad that it isn't Inspire Courage instead which they would use all of the time.
Basically that's why a skald is pretty awesome for certain group compositions, but the bard is often much better fit for PFS.
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Buff cards work really well for Bards. But I ended up writing up a half page "Welcome to Malric's Orcish Horde" explanation with summaries of the buffs,how to accept the rage song, how community minded works, and explanations and tactics for the rage powers.
I tried to write it as "here's all the cool stuff *you* get", since it's really the equivalent of a couple of levels worth of class powers and new feats. And it makes people feel like it's making their characters cool and proactive.
Many Rage Powers require people to adjust their play styles and plan for how to use them, so giving someone a sheet up front the think about helps. Most people decide to make a Savage Dirty Trick because of a buff card across the table. But if they see the equivalent of "you gain 2-3 Dirty Trick feats" at the start of the game, they'll think about it. They might not think about the +9 Strength Surge could give them to trip and just attack again. They might not 5' step back after their Full Attack to force the opponent to trigger an AoO coming back in. They might even plan far enough ahead to step back so that they can use Savage Dirty trick at +9 to Blind and Stagger the enemy when they close.
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Sure, here's mine. It's obviously going to need to be adjusted for other levels or Rage Powers.
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Cavall |
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Any class that buffs will for entire parties of front line fighters begging for a will buff should be considered awesome. End of. Hitting someone? Great. Taking an extra couple hit points? Wonderful.
A party wide will save buff that grows over time? Priceless. If you've ever complained about fighters needing will saves and then ask what a skald brings? Tada.
At the cost of what, an ac point to the people with the most AC? A penalty on skills to the classes with the least skills barring the few actually still allowed?
No, skalds rock. Even for wizards, because a summons can take a rage song. We had summon minor for a d3 at level one turn insane with a few extra hit and damage. Battle ravens.
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Conservative Anklebiter |
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![Goblin](http://cdn.paizo.com/image/avatar/Pathfinder1_02b.jpg)
I find that flash cards propped up in front of the player work great. Seen it used before for a Bard character. Really works great for characters with a lot of buffs. Those cards that Paizo sells are also fa gastric with the cute little goblins and all that. You know what, it works for everything.
Also, Skalds are METAL!!!!
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BackHandOfFate |
![Iroran Paladin](http://cdn.paizo.com/image/avatar/PZO9268-IroanPaladin.jpg)
Skalds have fantastic defensive potential that the whole group can benefit from. Just a handfull of rage powers c s n combine to grant massivebonuses to ac and saves. They have the ability to bring out the potential of other classes by bringing new abilities to a character who may never see them otherwise. Even if a class doesn't accept the rage song, their cohort or familiar or animal companion or eidolon or summon would LOVE it. Combine that with bard spells and a good set of saves, and alot of different classes can benefit from your presence.
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![Ghlaunder (Symbol)](http://cdn.paizo.com/image/avatar/25_Symbol_of_Ghlaunder.jpg)
Skald depends ENTIRELY on the group you play with.
I played a Skald in PFS until 3rd level. The only things that would accept my song were animal companions and a monk trying to do out-of-combat saves v.s. a poison.
Seriously, I was in a party with a melee fighter, melee paladin, a monk, and me. Nobody else would accept the song, because of the AC penalty.
We died that scenario. TPK.
We scrounged up enough gold and prestige to get the monk back up with no negative levels.
I wasn't sad to see that character go.
Obviously this is only my personal experience, but I'm a bit jaded towards the skald.
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Akharus |
![Naazza](http://cdn.paizo.com/image/avatar/PZO9526-Satyr.jpg)
I would say most simply, that the point of a skald is roleplaying purposes. Skalds are a Scandinavian sort of bard. Warrior-poets who record sagas, sing oral histories, sound the horns to call to battle, etc. They record history from the frontlines. They bear witness in the old sense of the phrase.
Regular bards are like medieval troubadours. They are entertainers and travelers who are "in the know" and up to date with current events. They are agents of change and information.
Also, would you rather be a rapier-toting swashbuckler, or clad in hide and chain with a trusty handaxe on your belt?
Remember that RPGs aren't just about a dungeon crawl (although I guess they can be). Normally, they are about pretending you're someone else.
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Cavall |
Ectar wrote:Seriously, I was in a party with a melee fighter, melee paladin, a monk, and me. Nobody else would accept the song, because of the AC penalty.That's really not a problem with the skald, though.
Agreed. That's like a character dodging your healing spells touch attack and then making will saves.
The cost of a single ac when a fighter and paladin are in the group is pretty low when the pay off is clear.
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Kobold Catgirl |
![Kobold](http://cdn.paizo.com/image/avatar/kobold.jpg)
I would say most simply, that the point of a skald is roleplaying purposes. Skalds are a Scandinavian sort of bard. Warrior-poets who record sagas, sing oral histories, sound the horns to call to battle, etc. They record history from the frontlines. They bear witness in the old sense of the phrase.
Regular bards are like medieval troubadours. They are entertainers and travelers who are "in the know" and up to date with current events. They are agents of change and information.
Also, would you rather be a rapier-toting swashbuckler, or clad in hide and chain with a trusty handaxe on your belt?
Remember that RPGs aren't just about a dungeon crawl (although I guess they can be). Normally, they are about pretending you're someone else.
Classes are not limited by settings. Your ideas can be true, but very often aren't. Bards can make fine melee combatants (a half-orc bard can have plenty of fun with a falchion), and either class can fit in pretty much any culture. Music and dance, and music and dance for war, are practically universal.
Hell, if we're gonna nitpick, the Scandinavian skald is about as far from the true skald class as you can get—Scandinavian skalds were closer to the bard class, as they don't seem to have done much in the way of battlechants. Running some Wikipedia searches, I think the skald class would be better compared to the war drummers of the Serer people, or similar traditions that came later (their origin in Europe appears to be the kettledrums of the Islamic forces, which inspired the Crusaders to co-opt it as a tactic).
Among ancient war drums that can be mentioned, junjung was used by the Serer people in West Africa. The Rigveda describes the war drum as the fist of Indra.
Ironically, Scandinavia, and Europe in general, had very little to do with the origins of the tradition of battlemusic. Unless we're talking bagpipes.
My question is not about the skald's "theme" (its theme is extremely flexible, like that of every class). It's just about low-level performance. I suppose martial weapons and medium armor might be enough to give them an edge, though a monstrous bard doesn't really have any use for the skald class until later on.
I don't really get why you think I don't understand the point of the game. Of course it's about playing characters other than yourself. But if a class isn't able to do anything distinctive in mechanics, all the tone and theme in the world isn't going to stop me from playing something else. See re: The chained rogue.