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Othniel
2015-01-09, 06:13 PM
Hey all,

I'm planning on making a Skald (Dragon Skald archetype) for a new Skulls and Shackles campaign my group is starting, and as a player who is newer (playing for about 6 months) to tabletop RPGs (I have played DnD-based video games in the past, so I'm not a COMPLETE noob. Just mostly.), I could use a build idea, and a few suggestions, particularly from people who have played that campaign.

http://www.d20pfsrd.com/classes/hybrid-classes/skald (Scroll down to the bottom for the archetype)

The character concept is more or less your classic Viking Skald. He's one that gets in there to fight with the rest of the crew, only to turn around and spin a glorious tale of the battle after it is over. I want to build for a melee fighter to take advantage of the Raging Song ability. It would be helpful to have a build where I can stay up fighting, perhaps being the last one that goes down, as we currently don't have anyone picking up the front-line fighter roll.

So far, we have for classes in the group: 1) Wizard, 2) Inquisitor, 3) Skald (me), and 4) Last guy hasn't picked yet, but said he'd choose something to complement the rest of the party.

We aren't finished on stats yet. The group hasn't decided if we're going to recycle our stats from our previous campaign, or roll new stats. If we reuse, these are the stats: 18 17 17 16 15 10. Don't ask me how we got them, as I am not 100% sure. I know there was rolling involved, but I don't know if they were straight d20 rolls, or if we added anything to them. Either way, they're a good place to start, and I can adjust a build as necessary if they change. I'm thinking:

Str: 20 (18 with +2 for being Human)
Dex: 15 (+1 at lvl 4)
Con: 17
Int:16
Wis:10
Cha: 17 (+1 at lvl 8)

What I want recommendations on are:

1)Race
2)Traits
3)Feats
4)Skills

I'm leaning toward Human for the extra feat and either the HP if I'm the only melee guy or extra skill point if not. I'm not sure on the traits, but I'm required to take one from the list of campaign traits for Skulls and Shackles. For feats, I'm leaning toward Skald's Vigor and Greater Skald's Vigor, Lingering Performance (extra 2 raging song rounds per use), and possibly Extra Performance (6 more rounds per day). Raging Vitality, Spellsong, Arcane Strike, and Discordant Voice all look nice, and then there's the old reliable Power Attack. For skills, I know I need Profession: Sailor, Swim, Climb, and Acrobatics. I should probably pick up 1-2 knowledge skills (though I'm not sure which ones for this campaign), 1-2 perform skills for Versatile Performance (love this ability), and I'm not sure what else. Perception and Use Magical Device are probably must-haves. Appraise, Spellcraft, Linguistics, Escape Artist, Sense Motive, Survival (not a class skill, but I can pick it up with a trait if it's important), and Craft...how useful are these to this campaign? Absolutely no idea on Rage Powers, but preferably nothing too complicated. I don't need anything fancy; just something that'll help me in combat.

Any other advice is appreciated as well. Except for stuff like "pick a different class" because I really love the Skald theme.

Hazrond
2015-01-09, 06:20 PM
What I want recommendations on are:

1)Race
Personally? i would suggest either an Angel-blooded (variant bloodline) Aasimar from the player companion Blood of Angels, or a Suli from the Advvanced Race Guide, both havve bonuses to Cha and Str, and suli gets a cool ability where theyy can light there arms on fire/cold/electricity/acid to deal elemental damage in addition to their normal melee damage

Othniel
2015-01-10, 03:26 AM
Here's a rules question while I'm working on this character. If I take the Barroom Talespinner (Skull & Shackles) trait, it says: "You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the ship."

If I am using versatile performance (oratory) to substitute my Perform: Oratory bonus for my Diplomacy bonus, does the "+1 trait bonus on Diplomacy checks" part of the above trait get added in, or ignored?

Eldaran
2015-01-10, 09:16 PM
If I am using versatile performance (oratory) to substitute my Perform: Oratory bonus for my Diplomacy bonus, does the "+1 trait bonus on Diplomacy checks" part of the above trait get added in, or ignored?

No, it completely ignores Diplomacy and just uses your perform check. But you could get +1 to Perform:Oratory from that trait as well.

I don't have much build advice to offer, but you might want to encourage your party members to make at least one other melee character, otherwise raging song is going to be pretty subpar, since no one but you will want to accept it.

Othniel
2015-01-10, 09:24 PM
Sounds like our 4th is going to play a melee class, so we should be good on that front.

ICN
2015-01-10, 10:02 PM
Few things about Skalds in general; I haven't played Skulls and Shackles:

Community-Minded (http://www.d20pfsrd.com/traits/regional-traits/community-minded) is a fantastic trait for Skalds, particularly if you pick up the Superstition (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/superstition-ex) rage power. In essence, it allows your party to get all the benefits from Inspired Rage while only buying into one round of penalties. Another good rage power for Skalds is Lesser Spirit Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/spirit-totem-lesser-su), though that line doesn't combine with Community-Minded very well. I'd pick one or the other.

Battle Cry (http://www.d20pfsrd.com/feats/combat-feats/battle-cry-combat) was practically tailor-made for Skalds.

Flexible Fury (http://www.d20pfsrd.com/magic/all-spells/f/flexible-fury) is a decent spell to pick up some situationally nice rage powers (such as Ghost Rager (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/ghost-rager-su)) once you hit level 7.

A one level Bloodrager dip can boost your rage nicely, though it may not work thematically with your character. Play a half-orc, pick the Aberrant Tumor (http://www.d20pfsrd.com/feats/general-feats/aberrant-tumor) feat (with the valet (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype) archetype) and then the Amplified Rage (http://www.d20pfsrd.com/feats/general-feats/amplified-rage-teamwork) feat. +8 to strength and constitution while raging at level 3, fast healing 4 once you pick up Skald's Vigor, and with the right familiar it's like you picked up Improved Initiative as well.

Skald's can use Bardic Masterpieces, of which Symphony of the Elysian Heart (http://www.d20pfsrd.com/classes/core-classes/bard/bardic-masterpieces/masterpieces/symphony-of-the-elysian-heart-keyboard-wind) is a nice option, except that wind generally isn't the best choice for Versatile Performance.

Hope that helps.

Othniel
2015-01-11, 01:07 AM
Few things about Skalds in general; I haven't played Skulls and Shackles:

Community-Minded (http://www.d20pfsrd.com/traits/regional-traits/community-minded) is a fantastic trait for Skalds, particularly if you pick up the Superstition (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/superstition-ex) rage power. In essence, it allows your party to get all the benefits from Inspired Rage while only buying into one round of penalties. Another good rage power for Skalds is Lesser Spirit Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/spirit-totem-lesser-su), though that line doesn't combine with Community-Minded very well. I'd pick one or the other.

Battle Cry (http://www.d20pfsrd.com/feats/combat-feats/battle-cry-combat) was practically tailor-made for Skalds.

Flexible Fury (http://www.d20pfsrd.com/magic/all-spells/f/flexible-fury) is a decent spell to pick up some situationally nice rage powers (such as Ghost Rager (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/ghost-rager-su)) once you hit level 7.

A one level Bloodrager dip can boost your rage nicely, though it may not work thematically with your character. Play a half-orc, pick the Aberrant Tumor (http://www.d20pfsrd.com/feats/general-feats/aberrant-tumor) feat (with the valet (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype) archetype) and then the Amplified Rage (http://www.d20pfsrd.com/feats/general-feats/amplified-rage-teamwork) feat. +8 to strength and constitution while raging at level 3, fast healing 4 once you pick up Skald's Vigor, and with the right familiar it's like you picked up Improved Initiative as well.

Skald's can use Bardic Masterpieces, of which Symphony of the Elysian Heart (http://www.d20pfsrd.com/classes/core-classes/bard/bardic-masterpieces/masterpieces/symphony-of-the-elysian-heart-keyboard-wind) is a nice option, except that wind generally isn't the best choice for Versatile Performance.

Hope that helps.

Hey, those are good ideas. I really love the Battle Cry feat, and will definitely take that one when I qualify at 7th level (too bad Skalds don't get full BAB). Amplified Rage looks awesome, but as you say, a dip into Bloodrager really doesn't fit the theme I'm going with. On the other hand, I might convince our 4th to play a Half-Orc Bloodrager or Barbarian. That could be a very fun combo, although the extra feat and skill point per level from a Human is really hard to pass up. The Spirit Totem line looks like it would fit pretty well with the theme I want, plus I get to share that rage power with my allies who accept my Raging Song. Flexible Fury looks like a nice option as well.

Since I have to keep an eye on keeping some skill points available for Profession: Sailor, Craft: Something-to-do-with-Ships, Climb, and Acrobatics*, I'm thinking of only focusing on two peform skills. Probably Sing and Wind (and use Wind for my first Versatile Performance). I can use Sing to keep up my raging song during battle, and use the Wind versatile performance in place of Diplomacy and Handle Animal. Maybe my DM will let me use a hands-free harmonica during battle as well (just for fun, even though it doesn't really fit the theme).

I'm still undecided about how I want to approach combat. Definitely melee, but one-hander and shield or two-hander? Two-hander (Falchion or Greatsword?) makes it easier to cast spells in combat if needed, and I can pick up the Spellsong feat to avoid attacks of opportunity if I really want it. Berserker's Cry (http://www.d20pfsrd.com/feats/local-feats/berserker-s-cry-local) looks like it could be useful/fun as well, but I'd be pushing off any progression on a Power Attack chain (Cleave is always nice to have).

*Do I put point point into each of these per level, every other level, or every third level? I have a class ablity that adds 1/2 my class level to all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks.

ICN
2015-01-12, 01:04 AM
Hey, those are good ideas. I really love the Battle Cry feat, and will definitely take that one when I qualify at 7th level (too bad Skalds don't get full BAB). Amplified Rage looks awesome, but as you say, a dip into Bloodrager really doesn't fit the theme I'm going with. On the other hand, I might convince our 4th to play a Half-Orc Bloodrager or Barbarian. That could be a very fun combo, although the extra feat and skill point per level from a Human is really hard to pass up. The Spirit Totem line looks like it would fit pretty well with the theme I want, plus I get to share that rage power with my allies who accept my Raging Song. Flexible Fury looks like a nice option as well.

Since I have to keep an eye on keeping some skill points available for Profession: Sailor, Craft: Something-to-do-with-Ships, Climb, and Acrobatics*, I'm thinking of only focusing on two peform skills. Probably Sing and Wind (and use Wind for my first Versatile Performance). I can use Sing to keep up my raging song during battle, and use the Wind versatile performance in place of Diplomacy and Handle Animal. Maybe my DM will let me use a hands-free harmonica during battle as well (just for fun, even though it doesn't really fit the theme).

I'm still undecided about how I want to approach combat. Definitely melee, but one-hander and shield or two-hander? Two-hander (Falchion or Greatsword?) makes it easier to cast spells in combat if needed, and I can pick up the Spellsong feat to avoid attacks of opportunity if I really want it. Berserker's Cry (http://www.d20pfsrd.com/feats/local-feats/berserker-s-cry-local) looks like it could be useful/fun as well, but I'd be pushing off any progression on a Power Attack chain (Cleave is always nice to have).

*Do I put point point into each of these per level, every other level, or every third level? I have a class ablity that adds 1/2 my class level to all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks.

If you can convince your 4th to go half-orc bloodrager, pick up a Ring of Tactical Precision (http://www.d20pfsrd.com/magic-items/rings/ring-of-tactical-precision). That way you can go human while still getting the benefits of Amplified Rage. Another nice item for you is the Poet's Cloak (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-poet-s).

I lean towards two-handed myself. With Skald's Vigor, Mirror Image, and a Falchion with the Bloodsong (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bloodsong) property you can have decent survivability, though the first few levels will be tougher. On the other hand, using a shield would be more conducive to being the last one standing, and defensive bonuses tend to get better the more of them you get.

Someone who has played Skulls & Shackles could probably give you better advice on skills, but I'd say every half level on those skills. Once Craft is at 4, move it's half to Acrobatics, as that will let you make DC 20 checks when you take 10. Focusing on only the two Perform skills is a good move, since there are only 5 skills available through Versatile Performance. You've got a lot of skill points if you're playing a human, and between you and the Inquisitor I don't think you need to worry if every skill point you spend isn't the most optimal choice.

Berserker's Cry is kind of meh. 1/day give everyone +1 to damage. I'd stick to Power Attack (Reckless Abandon (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/reckless-abandon-ex) can be a nice option if you do pick Power Attack) or Arcane Strike. Cleave is somewhat situational in use, Barroom Brawler (http://www.d20pfsrd.com/feats/combat-feats/barroom-brawler-combat) can be nice to give you a flexible combat feat. It does take a move action though, and is also once per day.

Othniel
2015-01-12, 05:03 AM
If you can convince your 4th to go half-orc bloodrager, pick up a Ring of Tactical Precision (http://www.d20pfsrd.com/magic-items/rings/ring-of-tactical-precision). That way you can go human while still getting the benefits of Amplified Rage. Another nice item for you is the Poet's Cloak (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-poet-s).

I lean towards two-handed myself. With Skald's Vigor, Mirror Image, and a Falchion with the Bloodsong (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bloodsong) property you can have decent survivability, though the first few levels will be tougher. On the other hand, using a shield would be more conducive to being the last one standing, and defensive bonuses tend to get better the more of them you get.

Someone who has played Skulls & Shackles could probably give you better advice on skills, but I'd say every half level on those skills. Once Craft is at 4, move it's half to Acrobatics, as that will let you make DC 20 checks when you take 10. Focusing on only the two Perform skills is a good move, since there are only 5 skills available through Versatile Performance. You've got a lot of skill points if you're playing a human, and between you and the Inquisitor I don't think you need to worry if every skill point you spend isn't the most optimal choice.

Berserker's Cry is kind of meh. 1/day give everyone +1 to damage. I'd stick to Power Attack (Reckless Abandon (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/reckless-abandon-ex) can be a nice option if you do pick Power Attack) or Arcane Strike. Cleave is somewhat situational in use, Barroom Brawler (http://www.d20pfsrd.com/feats/combat-feats/barroom-brawler-combat) can be nice to give you a flexible combat feat. It does take a move action though, and is also once per day.

I really appreciate your advice and ideas!

I'm sticking with the Half-Orc for now because my DM is letting me swap out certain normal racial traits/abilities for some of the optional ones. I'm picking up Sacred Tattoo, which gives me +1 luck bonus on all saving throws. Then, for my 2nd starter trait*, I'm picking up Fortune's Favored (http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored) to double that luck bonus (+2 to every save seems really, really nice, especially as I get to start with it). I'm also trading away my Darkvision for the Skilled alternate racial trait (which lets me keep the Human +1 skill point/level) because I think I'm going to need the skills in this campaign. Taking the Half-Orc's favored class bonus of +1 round of Raging Song per day, which means I don't have to take Extra Performance (and after level 6, becomes better than having taken that feat).

*I'm going with Barroom-Talespinner (http://www.d20pfsrd.com/traits/campaign-traits/skull-shackles/barroom-talespinner) for the 1st because we're required to pick one of the Skull and Shackles campaign traits. Also, it seems fun and flavorful.

1) Bloodsong is so neat.
2) While I like what Barroom Brawler does, I think a feat is too expensive for that once-a-day ability. You're right about Berserker's Cry for a similar reason.
3) If I read the description for the Ring of Tactical Precision correctly, if A) I wear the ring for an hour, B) I can imbue it with a teamwork feat I know, and C) Give it to a party-member who now acts as if he has that feat? Does he need to qualify for the feat? If not, then my raging partner wouldn't even need to be a half-orc or have a rage ability, right?
4) Poet's Cloak will be extremely useful when I pick it up. ;)
5) What do you think about Fast Healer (http://www.d20pfsrd.com/feats/general-feats/fast-healer)? Does the Skald's (http://www.d20pfsrd.com/classes/hybrid-classes/skald) Inspired Rage, which is a Supernatural Ability, make the Fast Healing granted by Skald's Vigor (http://www.d20pfsrd.com/feats/general-feats/skald-s-vigor) a magical ability? I think so. If you look Here (http://www.d20pfsrd.com/gamemastering/special-abilities), it says that "Supernatural abilities are magical but not spell-like." It seems to me that if a supernatural ability is magical, then so are any effects added to that ability. If I'm right, then:

If I trade away my Half-Orc's racial Intimidate Bonus (which I'm not putting points in anyway) for the alternate "Shaman's Apprentice" ability, I get Endurance as a free feat. If I pick up Diehard at level 5 (instead of Spellsong, which while useful, may not be quite as useful as this combo, as I probably won't be picking up many spells for casting in the middle of combat anyway), and Fast Healer, which requires both Endurance and Diehard, at level 9, by then my Raging Song bonus is +4/4 to Str/Con, and I would have Fast Healing 7 (4 from the +4 to strength since Skald's Vigor grants Fast Healing = your str bonus, rather than modifier) + another 3 from Fast Healer (my con is 18 to start, and another +4 from Inspired Rage puts me at a +6 modifier. Amplified Rage would be icing on the cake if I can get my party member to take Barbarian or Bloodrager*.

Here's what I'd be looking at for a build:

Skald 11
Str: 20 (17 to start +2 racial +1 level up)
Dex: 15
Con: 18
Int: 16
Wis: 10
Cha: 18 (17 to start + 1 level up)

Feats:
1) Skald’s Vigor, Endurance (bonus)
3) Amplified Rage
5) Diehard
7) Battle Cry
9) Fast Healer
11) Greater Skald's Vigor

*After thinking about what you said above about a 1-level dip into Bloodrager, I'd like to explore how I could fit that into my build (I'll figure out something for the character's backstory to make sense out of it if I end up going this route), either with my above idea (if it works according to the rules), or on its own. I've never done a multi-class character before. I imagine that I'd start with Skald, and take the dip on the 2nd level. For feats, I'd probably have to drop power attack to fit in Aberrant Tumor. If you multiclass Skald/Bloodrager, how do their respective rage abilities work? Do you have to pick one to use, or can you have both running at the same time and have their bonuses stack?

Ssalarn
2015-01-12, 11:30 AM
Skald is a really solid class, so all I'm going to say is:

Put at least 1 rank each in Profession (Sailor) and Swim, and do it right at 1st level. This will matter more than literally any other choice you make starting out.

I also seem to recall Acrobatics being a good idea.

Othniel
2015-01-12, 08:44 PM
Skald is a really solid class, so all I'm going to say is:

Put at least 1 rank each in Profession (Sailor) and Swim, and do it right at 1st level. This will matter more than literally any other choice you make starting out.

I also seem to recall Acrobatics being a good idea.

That was my plan. Right now, I'm looking at points every other level in Profesion (Sailor), Swim, Acrobatics, Climb, Craft (Ships), Spellcraft (may not bother since we already have a Sorcerer and Inquisitor), Linguistics, Use Magic Device (maybe take Spellcraft's points and put them here as well?), Knowledge (History), and Knowledge (Local). Full ranks in 2 Perform skills and Perception.

Qc Storm
2015-01-12, 09:06 PM
I am about level 4 in such a campaign. Commonly rolled skills were Profession Sailor and Perception. It is recommended to have one of Diplomacy, Intimidate or Bluff early in the game. It will be excessively useful.

Craft Shipmaking apparently allows for some ship customization later on.

Stealth-inclined characters may want to risk peeking in the armory. There's some nice stuff in there.

Othniel
2015-01-12, 11:22 PM
I am about level 4 in such a campaign. Commonly rolled skills were Profession Sailor and Perception. It is recommended to have one of Diplomacy, Intimidate or Bluff early in the game. It will be excessively useful.

Craft Shipmaking apparently allows for some ship customization later on.

Stealth-inclined characters may want to risk peeking in the armory. There's some nice stuff in there.

I'll keep that in mind, though I'm not sure we have any stealth-inclined characters.

The Sorcerer is still thinking about what Bloodline to go with, and he's waffling between Imperious and Impossible. The Inquisitor is switching to a Warpriest. The 4th guy picked a fighter. Possible 5th guy rejoining us wants to play a Barbarian...a Gnome or Goblin Barbarian. *sigh* Could've made that teamwork feat work so well. We may be picking up another player as a Rogue as well (in a few sessions).

Party is putting the kibosh on the Skald/Bloodrager combo idea because one guy (who is our last DM) says that an attached tumor is not adjacent (since it's in the same square as my character, and I'm not about to have a level 1 tumor running around to get stepped on). I also received news a few minutes ago that we are now doing a 25-pt buy system. For new stats, I'm now thinking:

Str 16 (14+2 for Half-orc)
Dex 14
Con 15 (+1 at level 4)
Int 14
Wis 8
Cha 14

Feats:
1) Skald's Vigor
3) Diehard
5) Power Attack?
7) Battle Cry
9) Furious Focus?
11) Greater Skald's Vigor

Not sure on feats 5 and 9.

Deadkitten
2015-01-13, 05:47 PM
With that kind of party set up, you might want to pick up extra rage power a few times to help the party out.

Othniel
2015-01-13, 11:05 PM
With that kind of party set up, you might want to pick up extra rage power a few times to help the party out.

I'm not sure which rage powers I'd pick up. I'm grabbing lesser spirit totem as my first one at level 3 (for RP purposes and coolness factor), and I will probably continue with the spirit totem line for my rage powers at levels 6 and 12. Not sure what to take at 9.

I can't share any rage powers that activate either by A) a standard action, or B) cost rounds of rage to use, so any of those are out. Are any of them worth dropping Power Attack and/or Furious Focus?

Deadkitten
2015-01-13, 11:21 PM
Witch Hunter, Superstitious, Spells sunder

Bonus to damage against casters, a scaling morale bonus to saves, and the ability to smack a spell and dispel it.
those are some options.
superstitious' drawback is mitigated because allies choose on a round for round basis if they benefit from your song.
Spell sunder works once per raging song, so you COULD just end your song each round and start a new one up to give everyone spell sunder each round. good for when you cant really do anything yourself.

Honestly, Skald is actually a pretty sweet support class cause those once per rage abilities are multiplied by the number of your party members,

One Spellsunder per rage can be a game changer, 4+ due to your party members doing it as as well can be devastating.