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Campaign guide plight of the tuatha (1) 50

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Chapter Four: Player’s Options
Level
1st

Base Attack Bonus
+1

Fort Save
+1

Ref Save
+1

Will Save
+0

2nd
3rd
4th

+2
+3
+4

+1
+2
+2

+1
+2
+2



+1
+1
+1

5th
6th
7th

+5
+6
+7

+3
+3
+4

+3
+3
+4

+2
+2
+2

8th
9th
10th

+8

+9
+10

+4
+5
+5

+4
+5
+5

+3
+3
+3

Base Attack Bonus: +3
Feats: Either Power Attack or Combat Expertise
Spells: Ability to cast 1st-level bard spells.

Class Skills
The skald’s class skills (and the key ability for each skill) are
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge (all) (Int), Perception (Wis),
Sense Motive (Wis), Use Magic Device (Cha)
Skill Ranks at Each Level: 4 + Int modifier.

Weapons and Armor Proficiency
A skald is proficient with all simple weapons as well as onehanded martial weapons. In addition they are proficient in
the use of both the longbow and shortbow. A skald is also
proficient with all light armor and shields (except tower

shield) without incurring any spell failure chance. As with
other arcane casters, a skald wearing medium or heavy
armor will incur the armors spell failure chance if the spell
they wish to cast requires a somatic component. Multiclass
skalds incur normal arcane spell failure chance for spells
gained from other classes.

Spells
Spells gained from Skald levels may only be from the
druid or bard spell list excluding Summon Natures Allies.
They can cast any spell they know without preparing it
ahead of time. To learn to cast a spell, a skald must have

Special
Battle Knowledge
1/day, Inspire
Courage
Skaldic Knowledge
Battle Knowledge
2/day, Inspire
Greatness

Battle Knowledge
3/day
Frightening Tune
Battle Knowledge
4/day, Inspire
Heroics

Spells per Day

+1 level of existing class

+1 level of existing class
+1 level of existing class
+1 level of existing class

+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class

a Charisma score equal to at least 10 + the spell level. The
Difficulty Class (DC) for saving throws against a skald’s
spell is 10 + the spell level + the skald’s Charisma modifier.
A skald adds any skald levels to their bard levels to
determine how many spells they are able to cast in one day
as well as the number of known spells.
At 1st level and every third level after that (4th, 7th,
and 10th) a skald can choose to learn a new spell in place
of one he already knows. In effect “losing” 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 bard or druid
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.
A skald need not prepare his spells in advance. He can

cast any spell he knows at any time, assuming he has not
yet used up.

Skald Special Abilities
A skald has learned for their study of ancient heroes, battle
tactics which create magical effects on those around them,
including themselves if desired.
These effects are continuations and modifications of
bardic performances. For these performances, all levels in
the skald class are considered to be bard levels for determining the strength of the following powers: Inspire Courage,

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