Hit Die: d8

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Mana
1 +0 +2 +0 +2 Bardic Knowledge, Cantrips, Raging Song +1 (+2 Str/Con), Scribe Scroll 3
2 +1 +3 +0 +3 Well Versed 5
3 +2 +3 +1 +3 Rage Power 7
4 +3 +4 +1 +4 Raging Song +2 10
5 +3 +4 +1 +4 Spell Kenning 1/day 13
6 +4 +5 +2 +5 Rage Power 16
7 +5 +5 +2 +5 Lore Master 1/day 20
8 +6 +6 +2 +6 Raging Song +3 (+4 Str/Con) 24
9 +6 +6 +3 +6 Rage Power, DR 1/- 29
10 +7 +7 +3 +7 Dirge of Doom 35
11 +8 +7 +3 +7 Spell Kenning 2/day 42
12 +9 +8 +4 +8 Rage Power, Raging Song +4 50
13 +9 +8 +4 +8 Lore Master 2/day 59
14 +10 +9 +4 +9 DR 2/- 69
15 +11 +9 +5 +9 Rage Power 80
16 +12 +10 +5 +10 Raging Song +5 (+6 Str/Con) 92
17 +12 +10 +5 +10 Spell Kenning 3/day 105
18 +13 +11 +6 +11 Rage Power 119
19 +14 +11 +6 +11 DR 3/-, Lore Master 3/day 134
20 +15 +12 +6 +12 Master Skald, Raging Song +6 150

Skald Spells Known

Level 0 1 2 3 4 5 6
1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 - - - - -
4 6 4 2 - - - -
5 6 4 3 - - - -
6 6 4 4 - - - -
7 6 5 4 2 - - -
8 6 5 4 3 - - -
9 6 5 4 4 - - -
10 6 5 5 4 2 - -
11 6 6 5 4 3 - -
12 6 6 5 4 4 - -
13 6 6 5 5 4 2 -
14 6 6 6 5 4 3 -
15 6 6 6 5 4 4 -
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5

Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a skald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass skald still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex): A skald adds half his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on the table above. These spells are cast like any other spell, but they do not consume mana and do not invoke eldritch dissonance.

Spells: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—either song, recitation, or music. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell level. The saving throw DC against a skald’s spell is 10 + the spell level + the skald’s Charisma modifier.

The skald’s selection of spells is extremely limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on the table above.

At 5th level and at every third level thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Bard Spells

Mana: Skalds have an amount of mana according to their level as noted on the table above. Each day after 8 hours of rest, any amount of mana that has been spent is refreshed.

To cast a spell, a Skald must spend an amount of mana equal to 1 + the spell's level. Casting the same spell more than once per day causes Eldritch Dissonance as noted below.

A skald gains a bonus amount of mana each day equal to his Charisma modifier.

Half of a skald's mana pool (rounded down) is his "open pool" and can be used to fuel spells without penalty. The other half is the "reserve pool". If any points from the reserve pool are used to cast a spell, the skald must make a Will save after the spell resolves (DC = 10 + the number of points missing from the reserve pool.) or suffer a level of fatigue. (winded, fatigued, exhausted, unconscious)

Eldritch Dissonance: Casting the same spell more than once per day is taxing on the magical auras that the skald uses to wield magic. When a skald casts the same spell for a second time in one day, the Mana cost is increased by +1, the third time, it is increased by +2, and so on.

Eldritch Dissonance goes away when the skald rests for 8 hours.

Raging Song (Su): A skald is trained to use the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a skald can use raging song for 1 additional round per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that limits bardic performances, such as how many can be maintained at once.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

At the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects (this is not an action); unconscious allies automatically accept the song. Affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every four levels thereafter, the song’s bonuses on Will saving throws increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonus to Strength and Constitution increase by 2.

If an ally has its own rage class ability (such as barbarian’s rage or bloodrager’s bloodrage), she may use the Strength, Constitution, and Will saving throw bonuses, and AC penalties from that ability instead of those from the raging song. However, raging song does not allow the ally to activate abilities dependent on other rage class abilities (such as rage powers, blood casting, or bloodrager bloodlines); the ally must activate her own rage class ability in order to use these dependent abilities.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action.

Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat.

Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects.

Rage Powers (Ex): At 3rd level, a skald learns a rage power (see barbarian) that affects the skald and any allies under the influence of his raging song. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual power more than once.

When using raging song, the skald chooses which rage power to add to the song, and all affected allies gain the benefit of that rage power, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers which require a minimum barbarian level.

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the raging song is subject to that limit (with once per rage abilities limited to once per raging song).

If the skald has a rage power from another source, he (but not his allies) can use those rage powers during a raging song. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage.

The skald learns another rage power at 6th level and every three levels thereafter. He may add multiple rage powers from this ability to a raging song at the same time.

Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald’s spells known, expending an amount of mana appropriate to cast the spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

Lore Master (Ex): At 7th level, the skald becomes a master of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Damage Reduction (Ex): At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time she is dealt damage from a weapon or a natural attack. At 14th and 19th level this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The skald grants this DR to all allies affected by his raging song.

This amount of damage reduction is doubled when the skald is under the effects of his own raging song, but only for himself.

Dirge of Doom (Su): At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This works like raging song and expends rounds of raging song, but it only affects enemies within 30 feet who are able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and it relies on audible components. A skald may not use dirge of doom and raging song simultaneously.

Master Skald (Su): At 20th level, a skald’s raging song no longer gives allies a penalty to AC, nor limits what skills, abilities, or rage powers they can use.

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