| Post/Author/DateTime | Post |
|---|---|
| zesteal05-31-07, 06:13 PM | Anyone ever made one? What could you give them to replace this? |
| CaoSlayer05-31-07, 06:16 PM | full bab and d8 hp. This is based on the warchanter prc. |
| Aneutralshadeofblack05-31-07, 06:19 PM | Or Rogue sneak attack damage and d8 HP plus some more, possibly. Warchanter music is quite a bit more powerful than Bard music (normal, since it's a PrC) for a fighter-type. |
| Shadowfax705-31-07, 08:40 PM | IMC I use a spell-less variant Bard that gains bonus feats instead of spell levels and uses level + Cha bonus as the number of times per day they can use Bardic Music. |
| UnknownCorrespondent05-31-07, 10:39 PM | Here is a Bard variant I made shortly after 3.0 came out. I haven't kept up with 3.5 enough to try to convert it. I am rather proud of the expanded Perform based abilities. It was also made before the splatbooks, so there are probably some useful things from PrCs like Virtuoso and possibly Dirgesinger which could be included. The Skald - A Bard Variant The skald is a form of bard found in more martial cultures, such as those of dwarves and barbarians. They immortalize the deeds of heroes in stirring epics, which are then passed down to inspire future generations. In non-literate societies, skalds are the chief repositories of their tribes' oral history. Skalds use their special abilities to glorify the warrior's way of life and to support their fellows in combat. Adventures: While some PC skalds are adventuring to further the goals of their societies, more are motivated by the desire to see their own deeds, and those of their fellows, become a part of the epics. Characteristics: Skalds do not cast spells. They derive their abilities primarily from their skill with words, rather than musical instruments. They are trained to compose poetry on the spot for any occasion, as well as having memorized a vast repertoire of epics, ballads and chants appropriate to any situation. Many skalds take as one of their Performance types "martial accompaniment" - the ability to use one's weapons and armor as percussion instruments to undersore one's verbal performance (eg clashing shield and sword together, beating time with the butt of a spear, or stamping one's armored feet - however, some do learn a few instruments, particularly horns and drums. Alignment: Many dwarven NPC skalds are lawful, but this is less common among adventurers, since they tend to be more interested in individual rather than societal concerns. Most barbarian skalds tend toward chaos anyway. However, skalds are not penalized for becoming lawful. Religion: Skalds tend to follow the gods of their cultures, such as Moradin or Kord. Races: Skalds are most often dwarves, half-orcs and humans from barbaric regions. The other races tend not to have the strong martial tradition that skalds embody. GAME RULE INFORMATION Skalds receive the lower bonus for Reflex saves, the higher for Fortitude and Will. Their base attack bonus is that of the bard. Abilities: Skalds derive their powers from their ability to influence and inspire those around them, so Charisma is most important. As upholders of martial traditions, skalds are expected to take part in combat, as well as declaim about it, so good Strength and Constitution are also useful, but not as necessary as to fighters and barbarians. Alignment: Any. Hit Die: d8. Starting Gold: 4d4 x 10. Starting Age: As bard. Class Skills Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis). Skill Points : 4 + Int mod / level (x4 at 1st level). Class Features Weapon and Armor Proficiency: All simple weapons, and all medium or smaller martial weapons. Light and medium armor and shields. Skaldic Songs: Number of times per day: Perform Rank + Cha mod. 3 Perform ranks: Inspire Courage, Fascinate: As bard. Chantey: The skald's allies can travel (overland walking or hustling) (PHB p. 143) or work (repetitive tasks such as digging, tunneling, chopping wood) more efficiently. The chanting can be maintained for one hour for each 3 ranks of Perform, + the skald's Con mod (1 + Con mod for 1-3 ranks, 2 + Con mod. for 4-6, etc.) This time includes routine rest breaks, but the effect is ended by other activities, such as exploration or combat. The skald's influence increases the group's output by 1.5 (eg, walk at 4.5 mph instead of 3) without increasing the chance of tiring. Chantey does not affect animals. It is a supernatural ability. 6 Perform ranks: Inspire Competence: As bard. Bolster Fortitude: Same as Chantey for duration and actions affected. The song allows a Con check to avoid subdual damage for tiring effects such as hustling for more than an hour at a time. For actions which already allow a check, such as forced marching, a +2 bonus is gained. It is a supernatural ability. 9 Perform ranks: Suggestion: As bard. Hearten: Duration as Inspire Courage. Each of the skald's allies who has taken subdual damage temporarily regains a number of hp equal to the skald's Perform rank (but not more than they had lost). Normal damage is not affected. It is a supernatural, mind affecting ability. 12 Perform ranks: Inspire Greatness: As bard. Banish Fatigue: Duration as Inspire Courage. For the skald's allies, the effects of fatigue are removed, and exhaustion is upgraded to fatigue for the duration of the song. If the skald has at least 15 ranks, exhaustion is completely removed. It is a supernatural, mind affecting ability. 15 Perform ranks: Bolster Health: Duration as Inspire Courage. Acts as Hearten. In addition, each of the skald's allies who has taken normal damage temporarily regains a number of hit points equal to half the skald's Perform rank (but not more than they had lost), if they wish to do so - the same number of points are lost when the effect ends, so the consequences could be lethal. It is a supernatural, mind affecting ability. 18 Perform ranks: Inspire Rage: (Non-lawful alignments only). Duration as Inspire Courage. One willing creature flies into a barbarian rage (+4 Str & Con, +2 morale, -2 AC) (PHB p. 25) for the duration of the song. The skald can end the rage at will, but the recipient must make a Will save to do so. When the effect ends, the recipient is fatigued (-2 Str & Dex, can't charge or run) for the duration of the encounter. A skald can only enrage a given person once per day. Barbarian recipients do not count this against their total rages for the day. The effects do not stack with the normal barbarian rage. It is a supernatural, mind affecting ability. Inspire Defense: (Lawful alignments only). The recipient gains the defensive stance of the dwarven defender prestige class (+2 Str, +4 Con, +2 on all saves, +4 AC, cannot move from spot) (DMG p. 33). When the effect ends, the recipient is winded (-2 Str) for the duration of the encounter. A skald can only affect a given person once per day. Dwarven defender recipients do not count this against their total defensive stances for the day. The effects do not stack with the normal defensive stance. It is a supernatural, mind affecting ability. 21 Perform ranks: Inspire Greater Rage: (Non-lawful alignments only). As Inspire Rage, except the affected creature receives the increased rage bonuses of a 15th level barbarian (+6 Str & Con, +3 morale, -2 AC). The effects do not stack with the normal barbarian rage, although a raging barbarian of less than 15th level would be elevated to greater rage. It is a supernatural, mind affecting ability. Inspire Greater Defense: (Lawful alignments only). Defensive stance plus 3 points of damage reduction per round. The effects do not stack with the normal defensive stance, except that a recipient of less than 6th level already in a defensive stance would gain the damage reduction. It is a supernatural, mind affecting ability. Skaldic Knowledge: As bardic knowledge. Dwarven Skald Starting Package Armor: Studded Leather +3 AC, Large Wooden Shield, +2 AC, +5 AC, Speed 20 ft., 30 lb, armor check penalty -3. Weapons: Battleaxe, (1d8, crit x3, 7 lb, Medium, Slashing). Light Crossbow, (1d8, crit 19x2, 80 ft, 6 lb, Small, Piercing). Skill Selection: Pick a number of skills equal to 4 + Int mod. Feat: Toughness. Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. 3 torches. Case with 10 crossbow bolts. Gold: 2d4 gp. Skill Ranks Ability Perform* 4 Cha Bluff 4 Cha Intimidate 4 Cha Craft 4 Int Diplomacy 4 Cha Gather Information 4 Cha Innuendo 4 Wis Knowledge (any) 4 Int Profession 4 Wis Sense Motive 4 Wis*Epic, Storytelling, Chants, Martial Accompaniment. Alternative Skald Starting Package Same as dwarven skald, except: Race: Human, half-orc, half-elf, or elf. Weapons: Longsword (1d8, crit 19x2, 4 lb, Medium, Slashing) instead of battleaxe. Armor: Speed 30 ft. Skill Selection: Pick a number of skills equal to 5 + Int mod. (human only). Bonus Feat: If Dex 12 or lower, Improved Initiative; otherwise, Skill Focus (Perform) (human only). Gold: 3d4 gp. Alternative Skald Starting Package Same as dwarven skald, except: Race: Gnome or halfling. Weapons: Short sword (1d6, crit19x2, 3 lb., Small, Piercing) instead of battleaxe. Gold: 4d4 gp. Sorry about the messed up skill table - I don't know how to make that work. |