Skald Progression
Level |
XP |
Hit Dice |
BAB |
Save |
1 |
0 |
1d6 |
+0 |
14 |
2 |
1,750 |
2d6 |
+0 |
13 |
3 |
3,500 |
3d6 |
+1 |
13 |
4 |
7,000 |
4d6 |
+1 |
12 |
5 |
14,000 |
5d6 |
+1 |
12 |
6 |
28,000 |
6d6 |
+2 |
11 |
7 |
56,000 |
7d6 |
+2 |
11 |
8 |
100,000 |
8d6 |
+2 |
10 |
9 |
200,000 |
9d6 |
+3 |
10 |
Game Rule Information
Prime Requisite: A skald’s prime requisite is Charisma. A character must have a CHA score of 12 or higher to become a skald and an INT score of 9+ to cast runes.
Alignment: A skald may be of any alignment.
Hit Dice: Skalds receive 5 starting hp (plus dwarven racial bonus and CON modifier, if any). A skald gains 1d6 hit points + CON mod per class level.
Combat Ability: A skald has a fair Base Attack Bonus progression. Skalds are proficient with with all weapons of the same size category or less (melee and ranged); and with light armour, medium armour, and shields (except tower shields).
Saving Throws: Skalds have overall superior saves due to the Norns’ favour.
Special Abilities
Class Skills: Skalds may perform a number of class skills. A starting character begins with a 1 in 6 chance of successfully performing any given class skill.
As the skald gains experience, he may distribute a number of ‘discretionary training’ points to specify areas of individual expertise. At each level from 2nd to 9th, a skald gains 1 discretionary training point per level.
Regardless of the number of training points applied, no skill may exceed a 5 in 6 chance of success. A ‘default’ skill array is provided below for guidance (in terms of x in 6 chance).
– Influence Reactions: Using this skill, a skald can improve (or worsen) an NPC’s reaction. The target(s) must be able to see, hear, and understand the skald. This skill requires 1 full round to initiate and cannot be attempted once combat has begun.
– Legend Lore: This is the chance of the skald knowing something about a legendary person, place, or thing; or of knowing what a particular magic item is. The amount of information provided is at the discretion of the referee.
– Decipher Script: The skald’s skill with languages allows him to decipher and interpret foreign and secret writings. On a successful skill check, the skald can decipher non-magical writing in an unfamiliar language, a passage written in an incomplete or archaic form, or a message written in code.
Cantrips: A skald can create minor magical effects known as cantrips. The base number of cantrips usable per day is indicated below as ‘0-lvl’ runes. (Unlike runecasters, skalds do not add any modifiers to this value.) The skald cannot use cantrips when wearing medium or heavy armour or when wielding a shield.
Runecasting: Starting at 2nd level, a skald can cast spells using runestones. The caster level and number of spells available to a character are determined by level, as shown below. The skald cannot prepare or cast runes when wearing medium or heavy armour or when wielding a shield.
Class Skills
|
Skald Level |
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
Influence Reactions |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
Legend Lore |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
Decipher Script |
1 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
Runecasting
Skald Level |
0 |
1 |
2 |
3 |
1 |
1 |
– |
– |
– |
2 |
2 |
1 |
– |
– |
3 |
3 |
2 |
– |
– |
4 |
3 |
3 |
– |
– |
5 |
3 |
3 |
1 |
– |
6 |
3 |
3 |
2 |
– |
7 |
3 |
3 |
3 |
– |
8 |
3 |
3 |
3 |
1 |
9 |
3 |
3 |
3 |
2 |
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