Here she is kids, the culmination of a months worth of work. Be gentle, be evil, but please, be truthful! I completed this on MS word and the Skaldic Knowledge table didn't convert well, I'll post tomarrow the complete table, sorry.
The Skald
Warrior traditions throughout the realms have revered their poets and storytellers, trusting in them to remember the lineage and tales from the past. As these cultures mature, so do these storytellers. The Skald’s of the Northern Barbarian tradition have had centuries to perfect their art, and perform not only in lodge and hall, but also on the battlefield itself. These poet-warriors learn the method of whipping their compatriots into a wild fury one moment, then placing the fear of death in their enemy the next. They carry specialized knowledge of battle and runic history in the attempt to preserve this knowledge to the next generation of warriors.
Skalds are always multi-class Barbarian/Bards. Sometimes a Skald will take Rogue levels to supplement their skills and abilities, or perhaps Fighter levels for extra feats.
NPC Skalds are most likely seen with a small force of barbarians and is probably leading them at the time. Rarely are Skalds seen away from their home region and if they are, be assured battle will soon be joined.
Hit Die: D8
Prerequisites:
Alignment: Any Chaotic
Base Attack Bonus: +5
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perform 10 ranks
Special: Bardic Music Ability, Rage Ability
Class Skills:
Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Intuit Direction (wis), Intimidate (cha), Jump (str), Listen (wis), Perform (cha), Profession (wis), Ride (str), Swim (str), Use Magic Device (cha), Wilderness Lore (wis)
Skill points at each additional level: 4+int modifier
Level BaB Fort Refl Will Special
1 +0 +2 +0 +0 Skaldic Music (Battle Dirge)
Skaldic Knowledge
2 +1 +3 +0 +0 Rage +1/Day
3 +2 +3 +1 +1
4 +3 +4 +1 +1 Skaldic Music (War Chant)
5 +3 +4 +1 +1 Eye of the Storm I
6 +4 +5 +2 +2 Rage +1/Day
7 +5 +5 +2 +2 Skaldic Music (Fugue Verse)
8 +6 +6 +2 +2
9 +6 +6 +3 +3 Eye of the Storm II
10 +7 +7 +3 +3 Skaldic Music (Blood Chant)
Rage +1/Day
Weapon and Armor Proficiency: A Skald gains no new proficiencies in weapons or armor.
Skaldic Music: Like the Bard, a Skald receives abilities relying on vocal or musical performance. When a Skald uses a Skaldic Music Ability she must either sing, recite poetry, epic, chant, or play percussive or wind instruments (excluding the trumpet family). She may use these abilities once per day per Skald Class Level. These abilities do not count toward her Bardic Music times per day. When performing the Battle Dirge and Fugue Verse Skaldic Music Abilities the Skald may only move 5 ft per turn. As with casting a spell with a verbal component, deaf Skalds suffer a 20% chance to fail with Skaldic Music. Failed attempts still count toward her daily limit.
Battle Dirge (Ex): The Skald’s presence and performance strikes fear into her enemies. When the Skald reaches 1st level and has 11 Perform ranks she may create an effect similar to the Fear spell, affecting one target per Skald level within 30 ft. Targets must make a Willpower Save at a DC 10+ 1/2 HD+ Cha modifier, these targets cannot be changed after initiation. Targets who fail their save become shaken. After failing a saving throw the target immediatly rolls another save at DC equal to the first, if they fail again they become frightened. If they fail a third time they become panaicked (Pg. 76, DMG). These effects last as long as the Skald performs plus 5 rounds. Battle Dirge is an Extraordinary, Mind-affecting, Fear ability.
War Chant (Su): At 4th level a Skald with 14 ranks in Perform can excite her comrades into a blind fury. Targets affected gain a +2 modifier to Strength and Constitution and a +1 morale bonus to Willpower Saves, but suffer a -1 modifier to their armor class; the Skald cannot target herself with this ability. Targets may not spell cast, use any skills that require patience or concentration, nor use the Expertise feat. This effect lasts for a number of rounds equal to the target’s newly changed Constitution modifier plus 3, or until the Skald stops performing. After this ability’s duration ends the targets become fatigued (-2 to Strength and Dexterity, cannot run) for the duration of the encounter. The Skald can effect a number of targets within 30 ft equal to her Skald Class Level and any targets may make a Willpower Save with a DC equal to 10+Skald Class Level+ Charisma Modifier to resist the effects. War Chant is a Supernatural, Mind-Effecting Ability.
Fugue Verse (Su): When a Skald performs the Fugue Verse she freezes her audience, even in the midst of battle. At 7th level a Skald with 17 ranks in Perform may choose one target per class level within 30 ft, these targets must make a Willpower save with a DC equal to 10+1/2 HD+ Cha modifier. Targets who fail their save held (Pg. 84, DMG), not being able to speak or move for the duration of the performance (as long as the Skald performs plus 2 rounds). Targets that are engaged in melee make another save with a DC equal to the original. Any targets that make their save are immune to the Fugue Verse effects for 24 hours. The Skald may not change targets after the performance is initiated. Fugue Verse is a supernatural, Mind-Effecting, Enchantment (Compulsion) ability.
Blood Chant (Su): At 10th level a Skald with 20 ranks in Perform can inspire her allies into a blood fury. This performance works exactly like War Chant but half the targets (chosen by the Skald) gain a +4 bonus to Strength and Constitution and a +2 bonus to Will saves while receiving a -2 penalty to their armor class. As with War Chant this effect lasts a number of rounds equal to the targets newly changed Constitution modifier plus 3 or until the Skald stops performing. Blood Chant is a Supernatural, Mind-effecting ability.
Skaldic Knowledge: Much like a Bard, a Skald retains tidbits of information during her career. Her knowledge specializes in family crests and genealogy, sigils, runic writing and weapons. A Skald may make a special Skaldic Knowledge check with a modifier of her Skald Class Levels plus her Intelligence modifier to see whether she knows some relevant information on a subject. The check cannot reveal the powers of a magic item but might shed some light on its general function. A Skald cannot take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the table below:
DC - Type of Knowledge
5 - Common, Known by the majority of cultures.
10 - Uncommon but available to some, known to minority of cultures.
20 - Obscure, Known to few.
30 - Extremely obscure, almost forgotten lore, possibly known only by cultures who don’t understand the significance of the knowledge.
Rage: At 2nd, 6th, and 10th level the Skald gains an extra rage per day, This ability is the same as the Barbarian rage ability described in the Player’s Handbook.
Eye of the Storm (Ex): Upon reaching 5th level the Skald can attempt to use her Bardic and Skaldic Music abilities while in a rage. Every round that the Skald has a Music effect active while sustaining a rage she must make a Perform check at DC 25 to continue the performance. If the Skald fails this check she loses the Musical effect but continues to rage. The Skald may not initiate another Musical ability as long as one is already in effect.
At 9th level the Skald’s ability to perform and rage simultaneously becomes second nature. Having any single Bardic or Skaldic Music ability active while raging needs no check. Additionally a Skald can initiate another (vocal only) Bardic or Skaldic ability with a perform check every round at DC 35. Multiple Music effects can overlap as long as the Skald continues to make successful Perform checks or until the duration expires on the ability, whichever comes first. A Skald cannot have both the War Chant and Blood Chant abilities performed simultaneously.
Ex-Skalds:
Any Skald who becomes non-chaotic in alignment loses the ability to rage and cannot gain more levels in the class. She retains all other class abilities.
The Skald
Warrior traditions throughout the realms have revered their poets and storytellers, trusting in them to remember the lineage and tales from the past. As these cultures mature, so do these storytellers. The Skald’s of the Northern Barbarian tradition have had centuries to perfect their art, and perform not only in lodge and hall, but also on the battlefield itself. These poet-warriors learn the method of whipping their compatriots into a wild fury one moment, then placing the fear of death in their enemy the next. They carry specialized knowledge of battle and runic history in the attempt to preserve this knowledge to the next generation of warriors.
Skalds are always multi-class Barbarian/Bards. Sometimes a Skald will take Rogue levels to supplement their skills and abilities, or perhaps Fighter levels for extra feats.
NPC Skalds are most likely seen with a small force of barbarians and is probably leading them at the time. Rarely are Skalds seen away from their home region and if they are, be assured battle will soon be joined.
Hit Die: D8
Prerequisites:
Alignment: Any Chaotic
Base Attack Bonus: +5
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perform 10 ranks
Special: Bardic Music Ability, Rage Ability
Class Skills:
Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Intuit Direction (wis), Intimidate (cha), Jump (str), Listen (wis), Perform (cha), Profession (wis), Ride (str), Swim (str), Use Magic Device (cha), Wilderness Lore (wis)
Skill points at each additional level: 4+int modifier
Level BaB Fort Refl Will Special
1 +0 +2 +0 +0 Skaldic Music (Battle Dirge)
Skaldic Knowledge
2 +1 +3 +0 +0 Rage +1/Day
3 +2 +3 +1 +1
4 +3 +4 +1 +1 Skaldic Music (War Chant)
5 +3 +4 +1 +1 Eye of the Storm I
6 +4 +5 +2 +2 Rage +1/Day
7 +5 +5 +2 +2 Skaldic Music (Fugue Verse)
8 +6 +6 +2 +2
9 +6 +6 +3 +3 Eye of the Storm II
10 +7 +7 +3 +3 Skaldic Music (Blood Chant)
Rage +1/Day
Weapon and Armor Proficiency: A Skald gains no new proficiencies in weapons or armor.
Skaldic Music: Like the Bard, a Skald receives abilities relying on vocal or musical performance. When a Skald uses a Skaldic Music Ability she must either sing, recite poetry, epic, chant, or play percussive or wind instruments (excluding the trumpet family). She may use these abilities once per day per Skald Class Level. These abilities do not count toward her Bardic Music times per day. When performing the Battle Dirge and Fugue Verse Skaldic Music Abilities the Skald may only move 5 ft per turn. As with casting a spell with a verbal component, deaf Skalds suffer a 20% chance to fail with Skaldic Music. Failed attempts still count toward her daily limit.
Battle Dirge (Ex): The Skald’s presence and performance strikes fear into her enemies. When the Skald reaches 1st level and has 11 Perform ranks she may create an effect similar to the Fear spell, affecting one target per Skald level within 30 ft. Targets must make a Willpower Save at a DC 10+ 1/2 HD+ Cha modifier, these targets cannot be changed after initiation. Targets who fail their save become shaken. After failing a saving throw the target immediatly rolls another save at DC equal to the first, if they fail again they become frightened. If they fail a third time they become panaicked (Pg. 76, DMG). These effects last as long as the Skald performs plus 5 rounds. Battle Dirge is an Extraordinary, Mind-affecting, Fear ability.
War Chant (Su): At 4th level a Skald with 14 ranks in Perform can excite her comrades into a blind fury. Targets affected gain a +2 modifier to Strength and Constitution and a +1 morale bonus to Willpower Saves, but suffer a -1 modifier to their armor class; the Skald cannot target herself with this ability. Targets may not spell cast, use any skills that require patience or concentration, nor use the Expertise feat. This effect lasts for a number of rounds equal to the target’s newly changed Constitution modifier plus 3, or until the Skald stops performing. After this ability’s duration ends the targets become fatigued (-2 to Strength and Dexterity, cannot run) for the duration of the encounter. The Skald can effect a number of targets within 30 ft equal to her Skald Class Level and any targets may make a Willpower Save with a DC equal to 10+Skald Class Level+ Charisma Modifier to resist the effects. War Chant is a Supernatural, Mind-Effecting Ability.
Fugue Verse (Su): When a Skald performs the Fugue Verse she freezes her audience, even in the midst of battle. At 7th level a Skald with 17 ranks in Perform may choose one target per class level within 30 ft, these targets must make a Willpower save with a DC equal to 10+1/2 HD+ Cha modifier. Targets who fail their save held (Pg. 84, DMG), not being able to speak or move for the duration of the performance (as long as the Skald performs plus 2 rounds). Targets that are engaged in melee make another save with a DC equal to the original. Any targets that make their save are immune to the Fugue Verse effects for 24 hours. The Skald may not change targets after the performance is initiated. Fugue Verse is a supernatural, Mind-Effecting, Enchantment (Compulsion) ability.
Blood Chant (Su): At 10th level a Skald with 20 ranks in Perform can inspire her allies into a blood fury. This performance works exactly like War Chant but half the targets (chosen by the Skald) gain a +4 bonus to Strength and Constitution and a +2 bonus to Will saves while receiving a -2 penalty to their armor class. As with War Chant this effect lasts a number of rounds equal to the targets newly changed Constitution modifier plus 3 or until the Skald stops performing. Blood Chant is a Supernatural, Mind-effecting ability.
Skaldic Knowledge: Much like a Bard, a Skald retains tidbits of information during her career. Her knowledge specializes in family crests and genealogy, sigils, runic writing and weapons. A Skald may make a special Skaldic Knowledge check with a modifier of her Skald Class Levels plus her Intelligence modifier to see whether she knows some relevant information on a subject. The check cannot reveal the powers of a magic item but might shed some light on its general function. A Skald cannot take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the table below:
DC - Type of Knowledge
5 - Common, Known by the majority of cultures.
10 - Uncommon but available to some, known to minority of cultures.
20 - Obscure, Known to few.
30 - Extremely obscure, almost forgotten lore, possibly known only by cultures who don’t understand the significance of the knowledge.
Rage: At 2nd, 6th, and 10th level the Skald gains an extra rage per day, This ability is the same as the Barbarian rage ability described in the Player’s Handbook.
Eye of the Storm (Ex): Upon reaching 5th level the Skald can attempt to use her Bardic and Skaldic Music abilities while in a rage. Every round that the Skald has a Music effect active while sustaining a rage she must make a Perform check at DC 25 to continue the performance. If the Skald fails this check she loses the Musical effect but continues to rage. The Skald may not initiate another Musical ability as long as one is already in effect.
At 9th level the Skald’s ability to perform and rage simultaneously becomes second nature. Having any single Bardic or Skaldic Music ability active while raging needs no check. Additionally a Skald can initiate another (vocal only) Bardic or Skaldic ability with a perform check every round at DC 35. Multiple Music effects can overlap as long as the Skald continues to make successful Perform checks or until the duration expires on the ability, whichever comes first. A Skald cannot have both the War Chant and Blood Chant abilities performed simultaneously.
Ex-Skalds:
Any Skald who becomes non-chaotic in alignment loses the ability to rage and cannot gain more levels in the class. She retains all other class abilities.
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