What is the Point of the Skald?


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The skald gets pretty distinctive in mechanics by level 3. Some classes just take longer to hit their stride. The investigator is very similar in that respect.


Grandlounge wrote:

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.

Wait, which grants Fast Heal? The Unchained Regenerative Stance grants Temp Hp, but I', not sure which for fast heal?


Regenerative Vigor from ultimate combat.

Edit: though I don't think the skald can give that one because it relies on another power that requires standard activation.


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Skald's vigor is the fast healing in question (upgrades to grant healing to allies)


I always figure that it would be to give a Skalding retort. ~grins and runs~


That seems to combine overly well with song of marching.

Edit: nvm didn't notice strength requirement.


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As Sideromancer pointed out above, Skald's Vigor gives the Skald fast healing for every round of performance after the first. It would not be extended by Community Minded or Lingering Song.

At 10th level (via retrain) or 11th level you could also pick up Greater Skald's Vigor to give it to anyone accepting the Skald's song.

I am really surprised that a fighter would refuse a Skald's song. As others have said, losing the AC is not a very high price considering everything that is given.

Rage Powers need to be chosen very carefully by a Skald.

I can not say enough good things about Spell Kenning. Find that you suddenly need a Lesser Restoration? Spell Kenning can do that. Can't quite kill that swarm, summon one of your own or blast it with one of the AoE spells. This power does require someone that knows all the spell lists and is creative, but it is a wonderful power. Better than the Wizard with an Arcane Bond using it to cast a spell.

---

Markov Spiked Chain, I like your idea of a sheet to hand out explaining what someone gets from the Raging Song. I've been using table tents, but the handout probably will work better with the Rage Powers.


Sharoth wrote:
I always figure that it would be to give a Skalding retort. ~grins and runs~

Augh, not the Dirge of Doom.

The Exchange

Kobold Cleaver wrote:
Sharoth wrote:
I always figure that it would be to give a Skalding retort. ~grins and runs~
Augh, not the Dirge of Doom.

No, now go away or I shall taunt you a second time-uh!

Urban Skald, Humiliating Defamation for the win! Who needs Dirge of Doom?


I figured the point of the Skald was to be totally Metal. I even argue that ghost sounds can make the sound of a band's instruments. Electric guitar, bass, and so on.


Seriously, spell kenning ranks as one of the greatest abilities in the game. Without question. At level 5 I'm having a hard time thinking of a better one, excepting some paladin ones.

Grand Lodge

Spell kenning is so good. Once you can afford some spell storing items, ioun stones and armor, you can really squeeze value out of this ability.

Bretl thanks for answering the skald's vigor question.


Easy. You get to beat the crap out of someone with a giant weapon while singing about their death. And you don't have to dip into a martial class (which makes optimizers more happy, and we know that's half the battle right there) to use a greataxe. They're more of a combat/berserker support type then the skill/enchantment/charm/interaction monkey the bard is. It's also a fun roleplaying experience in comparison to your typical half-elf or elf rapier wielding buff bot. Especially if you like races with high strength mods, like orcs or half-orcs, and don't want to be a bloodrager/sorcerer to cast arcane magic.


Markov Spiked Chain wrote:

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,...

You sir are a life SAVER. Building a Skald and have only played a basic Barbarian before. Had no idea what rage powers to pick as the PHB ones looked un-enticing and the list on d20pfsrd was getting confusing. Spirit Totem (for both the bonus attack and rp reasons) and Skalds vigor are now on my build sheet. Saved alot of head ache on where to go. Good work sir, good work!


If you haven't yet seen it, might I recommend the Guide to the Guides?

It's a compilation of advice that may make character generation easier for you.

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