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View Full Version : Pathfinder Haugadunir - an initiating skald war drummer archetype! PEACH!



upho
2016-08-03, 09:18 PM
http://res.cloudinary.com/upho/image/upload/v1470173202/haugadunir_heading_blackletter2_small_cqxe1k.png
- Pathfinder Skald Archetype -

Deyr fé, deyja frćndr, deyr sjalfr it sama,
en orđstírr, deyr aldregi, hveim er sér góđan getr.
Deyr fé, deyja frćndr, deyr sjalfr it sama,
ek veit einn, at aldrei deyr: dómr um dauđan hvern.

"Cattle die, friends die, so, too, must you die,
Though one thing never dies; the fair fame one has earned.
Cattle die, friends die, so, too, must you die,
I know one thing that never dies; judgement of a dead man's life."

Hávamál (https://en.wikipedia.org/wiki/H%C3%A1vam%C3%A1l) verses 76-77 (10th century).


The haugadunir is a war drummer who blends captivating thunderous rhythms with spells and martial maneuvers, leading her allies in magic songs to further fuel their combat prowess, especially against the forces of chaos and the undead.


This archetype was originally made for a home brew campaign setting largely based on Scandinavian mythology (haugadunir means “grave-thunderer” in Old Norse), where the archetype is used to represent the combat support/leader and diplomatic function certain Heldrangar Order (http://www.giantitp.com/forums/showthread.php?396711-Daudreider-Mounted-initiating-quot-Hellknight-Black-Seraph-Knight-ish-quot-PRC) members have in the order's military organization. This version has been adapted to be less setting-dependent.

The haugadunir archetype alters the skald according to the following mechanical objectives:

Spellcasting power traded for increased martial strength and versatility through martial maneuvers
Perform skill and weapon versatility traded for a greater focus on - and benefits from - using the Perform (percussion) skill and a combat style able to mix melee and ranged
Enhanced combat leader capability and versatility, mainly through new uses of raging song
Increased focus on combating chaotic and/or undead creatures

The trading "mechanics" of spellcasting power for maneuvers follow the same general principle as that of the Warpath Follower class template found in Path of War: Expanded, but trades additional class features for access to maneuvers of a slightly higher level.

(The Heldrangar symbol (seen on the drum above and the skulls below) is a pair of crossed Eihwaz (http://en.wikipedia.org/wiki/Eihwaz) runes and should not be confused with the now infamous swastika. Or to quote the order’s stated view on the matter: “Any resemblance to other symbols, including those used by organizations with supposedly similar sound beliefs or methods, is either purely coincidental, or examples of base plagiarism on the part of the creators of those symbols.”)





http://res.cloudinary.com/upho/image/upload/v1470180649/haugadunir_classs_features_blackletter2_small_whto j0.png





Maneuvers


Level
Special
Known
Readied
Stances
Max Level



1
Heldrangar officer, cantrips, repositioning rhythm, raging rhythm +1, thundering rhythm, war drummer

3

3

1

1



2
Versatile performance, war drummer (Precise Shot/Prodigious Two-Weapon Fighting)

4

3

1

1



3
Rage power, song of marching

5

3

1

1



4
Raging rhythm +2

6

4

2

2



5
Spell kenning 1/day

6

4

2

2



6
Rage power, thundering chorus

6

4

2

2



7
Lore master 1/day, war drummer (Improved Precise Shot/Improved Two-Weapon Fighting)

7

4

3

3



8
Raging rhythm +3 (+4 Str, Dex or Con)

7

4

3

3



9
Rage power, DR 1/—

8

4

3

4



10
-

8

5

3

4



11
Spell kenning 2/day

9

5

4

5



12
Rage power, raging rhythm +4, versatile performance

9

5

4

5



13
Lore master 2/day

10

5

5

6



14
DR 2/-, song of the fallen

11

5

5

6



15
Rage power

11

6

5

6



16
raging rhythm +5 (+6 Str, Dex or Con)

12

6

5

6



17
Spell kenning 3/day, versatile performance

13

6

5

7



18
Rage power

14

6

5

7



19
DR 3/—, lore master 3/day

14

6

5

7



20
Master skald, raging rhythm +6

15

7

5

7





A haugadunir is not proficient with martial weapons or with shields.

This alters the weapon and armor proficiency of the standard skald (www.d20pfsrd.com/classes/hybrid-classes/skald).



A haugadunir first and foremost trains to lead troops in battle with the aid of her haugarist (see 'Wardrummer' below), and secondarily to act as a herald and military advisor. Her knowledge of the world is therefore more limited to typical areas of concern in military conflicts than that of a standard skald, and she prioritizes sharpening her skills as a drummer over her skills with other kinds of performing arts. She adds ˝ her class level (minimum 1) on skill checks using her Knowledge class skills, and may make such Knowledge skill checks untrained. She also always has a number of ranks in Perform (percussion) equal to her class level.

A haugadunir gains Knowledge (martial) (http://www.d20pfsrd.com/path-of-war/new-skills/knowledge-martial-int-trained-only) as a class skill, but does not gain Bluff, Knowledge (dungeoneering), Knowledge (planes), or Perform (string) as class skills.

This alters class skills and replaces Bardic knowledge (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Bardic-Knowledge-Ex-).



A haugadunir begins her career with knowledge of three martial maneuvers, selected from her three haugadunir disciplines gained through her war drummer feature (see 'War Drummer' below). Once the haugadunir knows a maneuver, she must ready it before she can use it (see below). The haugadunir learns additional maneuvers she qualifies for at higher levels, as indicated on the progression table above. The maximum level of maneuvers gained through haugadunir levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the haugadunir can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose any new maneuver she qualifies for, and does not need to replace the old maneuver with a maneuver of the same level.

A haugadunir’s initiation modifier is Charisma, and each haugadunir level is counted as a full initiator level.

A haugadunir can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers and maneuvers readied, she must choose which maneuvers to ready. She readies her maneuvers by practicing them while rehearsing her thundering rhythms with her haugarist for ten minutes. The maneuvers she chooses remain readied until she decides to practice again and change them. A haugadunir begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, unless she recovers it.

By using her repositioning rhythm (see 'Thundering Rhythm' below), a haugadunir can recover a number of expended maneuvers equal to her Charisma modifier. Alternatively, she can recover a single expended maneuver as a standard action, or as a swift action or move action by spending one round of raging song, provided she did not initiate the maneuver in the same round.



A haugadunir begins her career with knowledge of one stance from any of her haugadunir disciplines. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through haugadunir levels is limited by those listed in the progression table above. Unlike maneuvers, stances are not expended and the haugadunir does not have to ready them. All the stances she knows are available to her at all times, and she can enter a stance or change the stance she is currently maintaining as a swift action. Unlike with maneuvers, a haugadunir cannot learn a new stance at higher levels in place of one she already knows.

A haugadunir spends more of her time and energy on improving her martial prowess than a typical skald, and therefore she knows one spell less of each spell level than a standard skald, and can cast one spell per day of each spell level less than a standard skald. (If this reduces the number of spells per day to 0, the haugadunir only gains bonus spells per day (if any) due to a high Charisma score.)

Maneuvers and stances alters spell casting (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Spell-Casting) and replaces scribe scroll (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Scribe-Scroll), uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Uncanny-Dodge-Ex-) and improved uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Improved-Uncanny-Dodge-Ex-).



A haugadunir plays a haugarist (Old Norse: “quaker/shaker of grave mounds”) - a great marching drum - in combat, using metal clubs to beat the drum as well as her enemies in thundering rhythms and devastating strikes. At 1st level, she gains her first haugarist; a masterwork marching drum (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Musical-Instrument) created specifically for her. Others treat this drum as a common musical instrument (with a 5 gp market value). By practicing with another magic or masterwork drum for one hour, she can designate the drum to be one of her haugarists, in addition to her previous haugarists. She always treats a haugarist as a masterwork instrument, gaining the associated +2 circumstance bonus on Perform checks made to perform with it.

While using her haugarist and wielding at least one light mace (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/mace-light) or heavy mace (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/mace-heavy), she gains the benefits of the Eschew Materials (http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final) feat, and she can provide the somatic component of a skald spell, make Perform (percussion) checks and use thundering rhythm (see below), even if she does not have a free hand. Whenever she makes a ranged attack with a magic light or heavy mace, the weapon instantly returns to her hand as soon as the attack is resolved (this is a supernatural ability, unlike the other benefits of this feature).

A haugadunir may use her Perform (percussion) skill instead of Autohypnosis (http://www.d20pfsrd.com/psionics-unleashed/skills/autohypnosis-wis-trained-only) or Sleight of Hand (http://www.d20pfsrd.com/skills/sleight-of-hand) when making a skill check granted by a maneuver or stance of her haugadunir disciplines. She may treat ranks in Perform (percussion) as ranks in Autohypnosis and Sleight of Hand for the purpose of meeting prerequisites of options which also requires an ability to use maneuvers or stances of her haugadunir disciplines (such as discipline feats, prestige classes etc.).

At 1st level, a haugadunir chooses one of the following two war drummer fighting styles:

Hail Drummer A hail drummer focuses on ranged combat, infusing her attacks with elemental energies. At 1st level, she chooses her three haugadunir disciplines from the following: Elemental Flux, Riven Hourglass, Solar Wind (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/solar-wind-maneuvers) (Oncoming Storm - electricity instead of fire damage), and Tempest Gale. A hail drummer gains Point-Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final) and Weapon Finesse (http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final) at 1st level, Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final) at 2nd level, and Improved Precise Shot (http://www.d20pfsrd.com/feats/combat-feats/improved-precise-shot-combat---final) at 7th level as bonus feats, without having to meet the prerequisites. She may treat the light mace as a discipline weapon of her haugadunir disciplines and as a thrown weapon with a range of 30 feet, and gains the benefit of the Deadly Agility (http://www.d20pfsrd.com/path-of-war/feats#TOC-Deadly-Agility-Combat-) feat when attacking with a light mace.
Hurricane Drummer A hurricane drummer focuses on melee combat, enhancing her rapid attacks with the force of both body and mind. At 1st level, she chooses her three haugadunir disciplines from the following: Golden Lion (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers), Riven Hourglass, Tempest Gale, and Thrashing Dragon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/thrashing-dragon-maneuvers). A hurricane drummer gains Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final) and Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final) at 1st level, Prodigious Two-Weapon Fighting (https://pathminder.github.io/feats/prodigious-two-weapon-fighting/) at 2nd level, and Improved Two-Weapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/improved-two-weapon-fighting-combat---final)at 7th level as bonus feats, without having to meet the prerequisites. She may treat the heavy mace as a discipline weapon of her haugadunir disciplines, and may replace any unarmed strike granted by a maneuver of her haugadunir disciplines with a melee attack using a heavy mace. She may also treat the heavy mace as a thrown weapon with a range of 20 feet, and gains the benefit of the Powerful Throw feat (see 'Haugadunir Feats' below) when making ranged attacks with a heavy mace.

This replaces martial weapon and shield proficiency, well-versed (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Well-Versed-Ex-), and the versatile performance (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Versatile-Performance-Ex-) gained at 7th level.



A haugadunir can play a kind of raging songs known as thundering rhythms - earth shattering drum patterns performed on her haugarist, pushing her allies to great deeds. She gains the thundering rhythms detailed below, along with song of the fallen and song of marching at the same levels as the standard skald. The haugadunir must play her haugarist to use a thundering rhythm, but in all other respects thundering rhythm follow the normal rules for raging song unless otherwise noted.


Raging rhythm (Su)
A haugadunir knows ancient magic rhythms which speak directly to the subconscious of all sentient beings, allowing her to unleash variations of their inner primal rage by beating her haugarist in deceptively simple but catching patterns. The effects of these raging rhythms may not be as significant as those of an inspired rage or a barbarian’s rage, but this limitation also means a creature following a haugadunir’s raging rhythm may retain greater intellectual focus. Thus raging rhythms tend to be more attractive than other forms of rage for allies who rely on skills or spells in combat.


Raging Rhythm (Su) Raging rhythm counts as inspired rage and uses the same rules as inspired rage in all respects except as noted here. Instead of bonuses to Strength and Constitution, a haugadunir can apply a +2 morale bonus to any one physical ability score of her allies (Strength, Dexterity, or Constitution). The same bonus applies to all affected allies. This bonus increases to +4 at 8th level, and to +6 at 16th level. Instead of a bonus to Will saves, raging rhythm grants a +1 morale bonus on saving throws against language-dependent, mind-affecting or sonic effects. This bonus increases by +1 at 4th level and every 4 levels thereafter. Unlike inspired rage, raging rhythm does not prevent an affected ally from performing actions which requires concentration, such as casting spells or using certain skills.

This alters inspired rage (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Inspired-Rage-Su-).


Repositioning rhythm (Su)
A haugadunir gains the following thundering rhythm:


Repositioning Rhythm (Su) As a full-round action while using raging rhythm, a haugadunir can recover a number of expended maneuvers equal to her Charisma modifier at the end of her turn by focusing on her drumming, increasing the volume of her thundering rhythm enough to repel ranged attacks and even reposition creatures in her vicinity. Until the start of her next turn, she gains a circumstance bonus on saving throws and to her AC against ranged attacks equal to her Charisma modifier. During this round, she can also make Perform (percussion) skill checks as free actions to attempt to push or pull a creature within 10 feet of her. If her skill check result exceeds the target’s CMD, the target is pushed or pulled 5 feet straight from or towards her, plus up to an additional 5 feet for every 5 points her check result exceeds the target’s CMD.

Each time the haugadunir uses repositioning rhythm to successfully move a hostile creature with at least half her number of Hit Dice, she also regains 1 round of raging song. Allied creatures can reduce their CMD with -10 (but successful attempts does not allow the haugadunir to regain rounds of thundering rhythm). If a target can not be moved the full distance due to a solid obstacle or a creature of larger size blocking the movement, the target is knocked prone, while a blocking creature of equal or smaller size is moved along with the target. The haugadunir must be able to pinpoint the target and have line of effect to attempt to move it, but disregards any miss chance due to concealment or anything else which may trick sight (such as invisibility or mirror image). She can not move a specific creature more than once during the round, but may make 1 + her Charisma modifier attempts in total, including outside of her turn each time a creature comes within range (interrupting the movement).

For every 5 initiator levels the haugadunir has gained, the range of this ability increases by 5 feet (up to a maximum of 30 feet at 20th level). Neither using repositioning rhythm or the movement it may cause provoke attacks of opportunity.


Thundering Chorus (Su)
Starting at 6th level, a haugadunir can invite allies to sing with her to her raging rhythm, thus adding to the effect of the rhythm in various ways depending on the chorus chosen (see 'Thundering Choruses' below).

This replaces dirge of doom (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Dirge-of-Doom-Su-) and song of strength (http://www.d20pfsrd.com/classes/hybrid-classes/skald#TOC-Song-of-Strength-Su-).



Unless otherwise noted in its description, a thundering chorus uses the following rules:

A haugadunir who has at least 1 rank in Perform (sing) can start a thundering chorus she knows as a free action while she uses raging rhythm with her haugarist, and gains the associated benefit for one round. When doing so, she can also invite any of her allies affected by her raging rhythm to join in the chorus.
An invited ally who has at least one rank in Perform (sing), and who is not prevented from making verbal sounds, can join the chorus as a free action at the start of its turn, gaining the benefit of the chorus for one round. A creature can not join unless it is affected by the haugadunir’s raging rhythm and at least one of its allies is affected by the chorus.
The benefits of the chorus remain for as long as at least two participants continue to take free actions to sing each round while affected by the haugadunir’s raging rhythm, until the recipient takes other actions which requires verbal sounds (see below), or until the haugadunir starts another chorus, whichever comes first.
A participant stops singing a chorus and loses the benefit if it casts a spell with a verbal component or makes a Skill check relying on verbal sounds (such as most language-dependent Diplomacy or Bluff checks). A participant may weave other verbal communication into the thundering chorus. The haugadunir who started the thundering chorus may however use skills and cast skald spells as normal without losing the benefits.
Effects or feats that extend the duration of bardic performance (such as the Lingering Performance feat) do not apply to thundering choruses.

The haugadunir gains the following thundering choruses as soon as she meets the requirements.


Song of the Silent Grave (Su)
By softly tapping her haugarist and chanting in a haunting whisper, the haugadunir wraps herself and her choir of allies in the invisibility and silence of that which has been dead and buried for ages.


Use: To start this chorus, the haugadunir must spend 1 round of raging song to grant the benefits to herself and one ally she invites to join the chorus. She can invite up to two additional allies for each additional round of raging song she spends.

Benefit: Each creature joining in the chorus gains a bonus to Stealth skill checks equal to the haugadunir’s Charisma modifier, and becomes hidden from undead, as if under the effects of a hide from undead (http://www.d20pfsrd.com/magic/all-spells/h/hide-from-undead) spell. A creature breaking the effect only ends the benefit of the chorus for itself, not for all recipients. The effects remain for up to one minute while the recipients are singing, and the haugadunir may maintain the effect by starting the chorus again after a minute has passed. Only the invited allies can hear this chorus and the thundering rhythm it accompanies, and neither impose a penalty to Stealth checks.

Requirements: Knowledge (religion) 3 ranks, Perform (sing) 3 ranks.


Rage of the Perfect Storm (Su)
A haugadunir’s raging rhythm can play on a much broader set of emotions if the thunderous beat of her haugarist is accompanied by a powerful choir singing at the top of their lungs.


Use: To start this chorus, the haugadunir must spend 2 rounds of raging song while using raging rhythm.

Benefit: All who join in the chorus gain a +2 morale bonus to one of the two physical ability scores which the haugadunir’s raging rhythm does not already affect. She must decide which ability score to grant a bonus when starting the chorus. At 10th level, she may instead spend 4 rounds of raging song to grant a +4 morale bonus to the chosen ability score, and at 18th level, she may spend 6 rounds of raging song to grant a +6 morale bonus to the chosen ability score.

Requirements: Knowledge (martial) 1 rank, Perform (sing) 1 rank.


Wall of the Echoing Thunder (Sp)
In a focused crescendo, the haugadunir and her allies can direct the booming sound of the haugarist and their thundering voices to create a powerful lingering echo, bouncing back and forth to form a virtually solid wall of pure sound.


Use: The haugadunir must spend 1 round of raging song for each creature invited, and she must participate herself during every round.

Benefit: A translucent semi-solid barrier of thunder springs into existence, growing with the number of allies joining in the chorus, up to a maximum total of 5 creatures (including the haugadunir). The barrier remains (unless destroyed or dispelled) up to a maximum number of rounds equal to the haugadunir's level while the chorus is maintained, and for an additional number of rounds equal to four times the number of rounds the chorus was maintained after the chorus has seized. The wall itself is silent except for a faint rumble, but gives off a booming noise like thunder when touched by an object or creature. This functions as the wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) spell (caster level equal to the haugadunir’s level), with the exceptions detailed here.

The wall has no hardness, but 10 hit points per Hit Die of the creatures participating in the chorus, and it deflects ranged attacks and flying creatures as a wall of sound (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-sound), and deals the same amount of sonic damage when touched or passed through. A creature or a thrown object with a weight of at least 100 pounds can pass through the wall with a successful Strength check (DC equal to 10 + ˝ the haugadunir’s level + the haugadunir’s Charisma modifier). A creature or object passing through does not harm the wall. A silence (http://www.d20pfsrd.com/magic/all-spells/s/silence) spell suppresses the wall within its area, but the wall reappears when the silence ends (if the wall otherwise still remain). The wall can otherwise be destroyed or dispelled as a wall of force.

The wall can take the shape of a plane or a hemisphere:

Plane: The sound forms an invisible plane covering up to a 5-foot-square area per Hit Die of the creatures participating in the chorus (so four 10th-level characters can for example create a wall of echoing thunder 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored between two solid opposite surfaces (such as the floor and ceiling or two opposite walls in a room).
Hemisphere: The wall takes the form of an invisible hemisphere with a maximum radius equal to 1 foot per Hit Die of the creatures participating in the chorus.

Requirements: Perform (percussion) 10 ranks, Perform (sing) 7 ranks, Spellcraft 5 ranks.


War Chant of the Ultimate Law (Su)
A haugadunir is not easily intimidated by her sworn foes - the walking dead and the forces of chaos. When facing such enemies, she may strengthen her and her allies' resolve further through the wisdom contained in her order’s traditional chant, helping her guide the departed back through the gates Hel and defend the ultimate laws of mortality.


Use: To start this chorus, the haugadunir must spend 2 rounds of raging song.

Benefit: All who join in the chorus gain a +2 insight bonus to attack and damage rolls against undead or chaotic creatures, an insight bonus on saving throws against fear effects created by undead or chaotic creatures equal to the haugarist’s Charisma modifier, and an insight bonus to the DC of demoralization attempts made by undead or chaotic creatures equal to twice the haugarist’s Charisma modifier. If she spends 1 additional round of raging song, the chorus also allows the participants to ignore any damage reduction of undead or chaotic creatures, and to affect any undead creature with mind-affecting effects as if the creature was of its original (living) creature type.

Requirements: Knowledge (religion) 5 ranks, Perform (oratory) 7 ranks.




http://res.cloudinary.com/upho/image/upload/v1471169912/haugadunir_feats_small_y0x4cj.png


Descant
You know how to subtly alter and arrange one thundering chorus to harmonize with another, allowing you and your choir of allies to effortlessly form a more complex polyphony with numerous simultaneous magic effects.
Prerequisites: Thundering chorus, Perform (sing) 7 ranks
Benefit: You may start a second thundering chorus without interrupting the first, provided at least one ally continues to sing the first chorus. You gain the benefits of both choruses, while other participants may choose whether to join in the first or second chorus each time they take a free action to sing, but each chorus must have at least one participant in order to be maintained. In addition, the number of rounds of raging song you must spend in order start the second chorus is reduced by 1 (to a minimum of 1).
Normal: Starting a second thundering chorus ends the first. A chorus must have at least two participants in order to be maintained.


Intimidating Rhythm
Your martial prowess is intimidating, especially when accompanied by the thunderous booms from your haugarist.
Prerequisites: Haugadunir war drummer, versatile performance (percussion)
Benefit: You may add your Strength modifier or your Dexterity modifier (whichever is higher), in addition to your Charisma modifier, to any Perform (percussion) skill check you make in place of an Intimidate skill check. You may also treat your skill ranks in Perform (percussion) as ranks in Intimidate for the purpose of meeting prerequisites of other options.
Special: This feat counts as Intimidating Prowess for the purpose of meeting prerequisites of other options.


Powerful Throw
You can leverage your great strength to control the flight of your thrown weapons.
Prerequisites: Strength 15, base attack bonus +1, Power Attack.
Benefit: You may use your Strength modifier in place of your Dexterity modifier for your attack rolls when making a ranged attack with thrown weapons. You may also use the Power Attack feat instead of the Deadly Aim feat when attacking with thrown weapons.
Normal: Power Attack cannot be used with thrown weapons, and Dexterity, not Strength, is used for ranged attack rolls.

Heads up! Unlike the haugadunir specific feats above, Powerful Throw was not created by me but instead shamelessly stolen from the excellent and highly recommended Akashic Mysteries (http://dreamscarred.com/product/akashic-mysteries/), written by our very own GitPG regular Michael "Ssalarn (http://www.giantitp.com/forums/member.php?85384-Ssalarn)" Sayre, and published by Dreamscarred Press (http://dreamscarred.com/), the 3rd party publisher of unique high quality Pathfinder content which coincidentally also gave us the Path of War series, psionics, and many other great additions to the game. The feat in its entirety has been reproduced here with the kind consent of Ssalarn (and in adherence to the Open Gaming License version 1.0a Section 1(d)).




Google Doc found here. (https://docs.google.com/document/d/10w89yEQ-tkGmlc1clyQG1eGkQKa5psHUX_wfla-pOV4/edit?usp=sharing)

Here (https://youtu.be/z0PvZGVPiJU) and here (https://youtu.be/6loWrABr8gA?list=RDtpv261r01Eg) you may to listen to two good examples by Wardruna of how it may sound when a haugadunir performs with the Heldrangar Order (the first song actually ends with the above quote from Hávamál).

http://res.cloudinary.com/upho/image/upload/c_scale,h_200/v1470274483/heldrangar_option_ft6qkf.png
Any advice/praise/critique/suggestions/ideas are most appreciated!


The Path of War (http://www.d20pfsrd.com/path-of-war)/Path of War: Expanded (http://dreamscarred.com/product/path-of-war-expanded/) team at Dreamscarred Press (http://dreamscarred.com/)
Vikings! Or rather the Northern Germanic culture for its cool, odd and extremely flavorful mythology, to which most modern fantasy owes a lot. (Not for the stupidly complex grammatical rules of the Old Norse language...)
Wardruna (http://www.wardruna.com/) for their excellent music inspired by the Old Norse runes and largely performed on recreations of instruments used during the viking era.
Ssalarn (http://www.giantitp.com/forums/member.php?85384-Ssalarn), for bringing the amazing Akashic Mysteries (http://dreamscarred.com/product/akashic-mysteries/) to PF (seriously, check it out), for allowing me to pilfer his great handiwork and abuse it for vile purposes here :smallamused:, and for being a nice guy in general!
The illustrations/pics were created from elements made by Alchemy (http://www.alchemyengland.com/?id_lang=1), Medieval Collectibles (http://www.medievalcollectibles.com/), Pearl (http://pearldrum.com/) and ArenaNet (https://www.arena.net/) (all of course shamelessly warped and sloppily forced together with far less beautiful homemade elements by me).
Everyone posting!




2016-08-21: Changed war drummer to provide the benefits of Deadly Agility/Powerful Throw, replacing the needlessly wordy "special snowflake" language, and to allow attacks with the heavy mace to replace unarmed strikes in maneuvers for greater compatibility with Thrashing Dragon. Added Powerful Throw to the haugadunir feats along with a note on its source, and Ssalarn and Akashic Mysteries to the credits list.
2016-08-20: Changed War Chant of the Ultimate Law to provide insight bonuses (which it really should have all along) rather than morale bonuses, clarified the rules for haugarists and the Descant feat, and added spells and maneuvers to the "Horrible Hurricane Hillary" example build.
2016-08-14: Added Power Attack/Weapon Finesse as bonus feats, added raging song regain mechanic to repositioning rhythm, made a ton of minor tweaks and clarifications to several features, added haugadunir feats and the "Horrible Hurricane Hillary" example build.




http://res.cloudinary.com/upho/image/upload/v1469985928/heldrangarskalle_ejvaskors_30_mfndiu.png

upho
2016-08-03, 09:20 PM
http://res.cloudinary.com/upho/image/upload/v1470181107/haugadunir_example_builds_small_mnhjvf.png
The following example builds are intended to illustrate haugadunir mechanics and hopefully also provide a few ideas and inspiration. As noted in the descriptions, not all of them are necessarily good builds for all real games though, as some are more intended to showcase a certain focus and related mechanical combinations rather than a well balanced build. In addition, as the haugadunir is a Tier 3 (http://brilliantgameologists.com/boards/index.php?topic=5293.0) "half-initiator" and 6/9 caster, and as these example builds are rather optimized, they may feel too powerful if used in a party otherwise consisting of lower Tier classes, in games with a significantly lower optimization level in general, and/or for groups not already familiar with Path of War content.



WIP Horrible Hurricane Hillary
http://res.cloudinary.com/upho/image/upload/c_scale,h_500/v1470275441/haugadunir_dzcjnf.png
"What do you mean, 'too many skulls'? There is no 'too many' when it comes to skulls!"

Hillary is an example of a balanced less "exotic" single-class build suitable for most games, using a core race and only Paizo and DSP options currently available online. Hillary focuses primarily on melee prowess, demoralization and support.

Hillary's combat and leadership style is rather typical of higher ranking haugadunir officers of the Heldrangar Order, whose many and diverse responsibilities demand they excel in roles as commanders of small specialized task forces, as leaders of entire legions on larger battlefields, and as teachers, military consultants and diplomats. A quintessential frontline commander, Hillary combines skald magic and martial leadership abilities with the raw power of an intimidating frontline warrior, her merciless attacks capable of swiftly decimating her foes and scaring any survivors into panic. And even more than most other members of her order, she truly shines when battling intelligent undead, as she is able to also help her allies resist and break through the vile magic powers such terrible foes often use. Outside of combat, Hillary's confident bearing, courteous manners and impressive eloquence make her very capable in dealings with everything from beggars to kings, and although her intellectual pursuits are primarily focused on martial and religious matters, she knows a little about virtually any subject.

While a haugadunir build similar to Hillary can make a great addition to any party in need of a frontline leader, it excels in more melee heavy parties and in campaigns where the party can expect to frequently face powerful undead, and especially those relying on magic abilities.

Human Haugadunir Skald 13
LN Large female humanoid (human)

(All values while in Battle Dragon's Stance, playing raging rhythm on drums of haste, singing Rage of the Perfect Storm and War Chant of the Ultimate Law, and affected by displacement, heroism and mirror image, plus listed wands.)

Initiative +9; Senses Perception +22


DEFENSE
AC 23, touch 10, flat-footed 21; incl. +2 deflection vs evil +9 armor, +4 shield, +1 dodge, -2 raging rhythm, -1 size
HP 153; fast healing 4 8+12d8 hit die, +78 con, +13 favored class
Fort 19, Ref 9, Will 14; +5 vs spells, (Su) and (Sp) abilities, +2 morale vs language-dependent, mind-affecting and sonic effects
DR 1/-; Resist cold 5, fire 5
Defensive Abilities displacement (50% miss chance), Greater Skald's Vigor, heroism, mirror image (1d4+4 images), protection from evil, Raging Vitality


OFFENSE
Speed 60 ft.
Melee Power Attack & Witch Hunter vs chaotic or undead: +1 furious cruel heavy mace +23/+23/+18 (2d6+24 plus Cornugon Smash and cruel) and +1 furious heavy mace +23/+18 (2d6+24 plus Cornugon Smash)
Ranged as melee above but 20 ft. thrown
Space 10 ft., Reach 10 ft.
Special Attacks Cornugon Smash (Intimidate +38), cruel (shaken, frightened or panicked target sickened on hit, 5 THP for 10 minutes if creature knocked unconscious or killed), Soulless Gaze (stacking fear effects using demoralization)

Raging Songs swift action to start, 32 rounds/day, affects willing allies able to hear Hillary (7 rounds spent)
Raging RhythmH +4 morale to Str, Dex or Con, and on saves vs language-dependent, mind-affecting or sonic effects (+4 Con active).
Repositioning RhythmH full-round while using raging rhythm; +5 on saves and to AC vs ranged; recover 5 maneuvers; push or pull each creature within 20 ft. once, 5 attempts, +23 vs. CMD, success moves target 5 ft. (+5 ft. per 5 result exceeds CMD) and Hillary regains 1 round of thundering rhythm, may interrupt move when creature comes within range.
Song of Marching 1 round of raging song, allies within 60 ft. may hustle for the next hour; movement counts as a walk for the purpose of accruing nonlethal damage and fatigue.
HRequires haugarist.

Thundering Choruses free action, affects all allies also affected by Hillary's thundering rhythm and who has at least 1 rank in Perform (sing) and takes free action to sing at start of turn
Rage of the Perfect Storm (Su) 2/4 rounds of raging song +2/+4 morale to Str, Dex or Con not affected by raging rhythm (+4 Str active).
Song of the Silent Grave (Su) 1 round of raging song per 2 participants +5 bonus to Stealth and as if under the effects of hide from undead for 1 minute while singing; chorus and thundering rhythm only heard by invited.
Wall of the Echoing Thunder (Sp) 1 round of raging song per participant plane of 5 ft.2 area or hemisphere of 1 ft. radius and 10 hp per HD of participants, 2d6+13 sonic dmg if touched, Str DC 21 to pass, CL 13, up to 13 rounds while maintained plus (rounds maintained x4).
War Chant of the Ultimate Law (Su) 2 rounds of raging song insight bonus vs undead or chaotic: +2 attack and damage, +5 vs fear, +10 demoralization DC. 3 rounds of raging song also ignore DR of undead or chaotic, affect undead with mind-affecting as if living (active).

Rage Powers Spell Sunder, Superstition, Strength Surge and Witch Hunter

Stances and Readied Maneuvers IL 13, 10 known, 5 readied, max 6th level
Stances Battle Dragon's StanceTD3 (active), Black Seraph's GlareBS1, Inner Sphere StanceTD1, Golden Commander StanceGL3, Razor Wings of the Black SeraphBS6
Boosts Black Seraph's WrathBS6, Direct the PrideGL4, Taunting LaughBS3
Counters Intimidating ForceBS2
Strikes Dragon AssaultTD4
BS#Black Seraph (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers), GL#Golden Lion (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers), TD#Thrashing Dragon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/thrashing-dragon-maneuvers) maneuver of # level

Spells CL 13, concentration +18
5th 1/day: greater heroism
4th 3/day: dimension door, greater invisibility, heroic finale
3rd 4/day: contingent action, displacement, haste, thundering drums
2nd 5/day: blur, glitterdust, heroism, mirror image
1st 6/day: anticipate-peril, charm-person, grease, moment of greatness, vanish
0th at-will: dancing lights, detect magic, message, prestidigitation, read magic


STATISTICS
Str 30, Dex 10, Con 22, Int 10, Wis 12, Cha 20 (20-point buy)
Bab +9, CMB +25 (using weapon +28), CMD 35 (using weapon 38)
Feats Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat), Descant*, Fiendskin (http://www.d20pfsrd.com/feats/damnation-feats/fiendskin-damnation), Greater Skald's Vigor (http://www.d20pfsrd.com/feats/general-feats/greater-skald-s-vigor), Improved Two-Weapon FightingB, Intimidating Rhythm*, Power AttackB, Prodigious Two-Weapon FightingB, Raging Vitality (http://www.d20pfsrd.com/feats/general-feats/raging-vitality), Skald's Vigor (http://www.d20pfsrd.com/feats/general-feats/skald-s-vigor)B, Soulless Gaze (http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation), Two-Weapon FightingB
Skills Climb +16, Fly +4 (+17 using fly), Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes) +6, Knowledge (martial, religion) +18, Perception +24, Perform (oratory) +24, Perform (percussion) +30 (+40 when used in place of Intimidate), Perform (sing) +18, Spellcraft +18, Swim +16, Use Magic Device +21
*New haugadunir feat, see 'Haugadunir Feats' in OP.

Versatile Performance Oratory (+24 in place of Diplomacy or Sense Motive), Percussion (+30 in place of Handle Animal or +40 in place of Intimidate)

Traits Reactionary, Talented

Gear
+1 furious cruel heavy mace, +1 furious heavy mace, +3 mithral breastplate, belt (+2 str, +2 dex & con), headband (+2 int (Perception) and wis, +4 cha), cloak of resistance +3, drums of haste (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/drums-of-haste) +5 (haugarist), eyes of the eagle, cracked dusty rose prism in wayfinder, lesser extend metamagic rod, wands of enlarge person, protection from evil and shield, 2,750 gp



Build Details



Basic Tactics and Action Sequences
Hillary combines two components seemingly at odds - buff spells and the Superstition rage power - largely by simply planning her actions in combat. She always aims to cast most of her buffs just before combat begins, allowing her to use and share Superstition without fear of her buffs being involuntarily saved against. In situations when this isn't possible, she instead initiates raging rhythm without granting Superstition on her first turn, along with any suitable thundering chorus (usually Rage of the Perfect Storm), and casts her most important buff. In her second (or sometimes third) turn, she then restarts raging rhythm and grants Superstition (and the related Witch Hunter and Spell Sunder).

Similarly, if she needs to cast a buff spell while already granting Superstition, she will usually rather seize playing her raging rhythm and spend a swift action on restarting it (at the end of her turn) than risk having her spell wasted. As such a short pause in raging rhythm during her turn doesn't cause any maintained thundering choruses to stop, the additional price she pays for switching Superstition "on and off" while casting in this manner is limited to a swift action.

Hillary's typical preferred action sequence in a combat expected to be challenging are:

Before Combat

Enters Battle Dragon's Stance
Casts buffs with a duration longer than 1 minute
Uses wands of enlarge person, protection from evil and shield

First Turn in Combat

Swift - Starts raging rhythm (Con bonus) with all rage powers, simultaneously activating the drums of haste
Free - Starts Rage of the Perfect Storm (Str bonus)
Full round - 30 ft. ranged full attack or 120 ft. charge attack against seemingly most dangerous foe, possibly using Spell Sunder and Strength Surge in place of melee attack

First Time Attacked

Immediate - Initiates Intimidating Force to negate attack (with near 100% certainty vs. any undead or creature not immune to fear of CR up to 19)

Second Turn in Combat

Free - Starts second thundering chorus if beneficial (typically War Chant of the Ultimate Law fighting chaotic or undead creatures)
Swift - Initiates Black Seraph's Wrath (unless having made immediate action after the end of first turn), for a +50.5 average damage bonus on next attack
Full round - Initiates Dragon Assault (165.3 average DPR vs average CR 13 monster, at least 96% probability monster is panicked and sickened if it survives)






http://res.cloudinary.com/upho/image/upload/v1469985928/heldrangarskalle_ejvaskors_30_mfndiu.png

upho
2016-08-14, 12:39 PM
Phew! Major update and several additions finally (almost) done!

I'd love to get some feedback in general, and in particular on the following items which I'm uncertain about:

1. The haugadunir's maneuver/stance max level progression doesn't follow the "standard" set by PoW:E. On the one hand, I really don't like having special snowflakes not conforming to standards such as this and increasing the risks of confusion, but on the other hand, I also find the PoW:E archetype progression overly limited, to the point of making it a poor option to stay in an archetype in many cases (since dips into full initiator classes can provide such considerable benefits and allow you to dodge much of the level limitation). Which route should take in your opinion - the "standard low max level" or the current "higher max level non-standard"?

2. Heldrangar Officer includes the following somewhat weird mechanic: "She also always has a number of ranks in Perform (percussion) equal to her class level." I made this simply in order to save up on a few skill points and to emphasize the haugadunir's focus on drumming, without also causing an overly inflated bonus to the related checks (as is the risk with simply having a bonus instead of "free ranks"), but the solution doesn't feel very elegant and has no precedent AFAIK. Suggestions?

3. Rage of the Perfect Storm removes a big part of the trade-off with raging rhythm, though it also has a pretty steep cost. It was intended to allow the haugadunir to boost performance during a few important rounds per day, but I'm uncertain if this is balanced. Feedback greatly appreciated!

khadgar567
2016-08-14, 12:59 PM
small question about
haugadunir lets say party has both haugadunir and druid ( with two dire wolfs) can druids animal companions join the chorus instead of their master and can I buşld this guy using more than one drum using chariot as platform for his raging drums

Sooth
2016-08-14, 01:56 PM
I really dig this concept and the mechanical execution looks solid on the surface. I would totally play one. Sorry that I can't offer much meaningful feedback at this time, having never played with Path of War content.



2. Heldrangar Officer includes the following somewhat weird mechanic: "She also always has a number of ranks in Perform (percussion) equal to her class level." I made this simply in order to save up on a few skill points and to emphasize the haugadunir's focus on drumming, without also causing an overly inflated bonus to the related checks (as is the risk with simply having a bonus instead of "free ranks"), but the solution doesn't feel very elegant and has no precedent AFAIK. Suggestions?

You could give bonuses that the player could be likely to have/obtain anyway, so the skill check bonus becomes more of a convenience than a power inflation. If having a high bonus on a skill is mechanically core to the concept, I would expect the player to eventually seek out a magic item granting a Competence bonus to it as long as the DM allowed - so you could do a scaling Competence bonus, or the Skill Focus feat.

I also wonder if giving the Officer a particular bonus to their signature skill is even necessary to begin with. The Bard and Skald don't get bonuses to the Perform of their choice; it's sufficient enough to look at them and go, "These guys can make warriors superhuman with their music. Their Perform Fu is stronger than yours."

Going with Free ranks has one particular advantage: it means the class no longer effectively has a Skill Tax of 1 rank per level, like many other concepts. As a player and as a GM, I wouldn't mind it.



3. Rage of the Perfect Storm removes a big part of the trade-off with raging rhythm, though it also has a pretty steep cost. It was intended to allow the haugadunir to boost performance during a few important rounds per day, but I'm uncertain if this is balanced. Feedback greatly appreciated!

I like how you scale the Raging Song cost, because it works out that on average you can sustain this enhanced song at full power for maybe about 6-8 rounds before you're out. (Except for when Raging Song first becomes available, in which case the ability is not worth using - and that's perfectly fine.)

I don't think this feature is overpowered. If anything, its use is situational as you'll only be able to give it for, as you said, a short 1-3 round burst or maybe sustain it for a single prolonged fight at the expense of being able to do anything else. Perhaps it could be startlingly useful if the GM only runs 1 fight a day, but then, your group has bigger balance issues if that's the case.

upho
2016-08-15, 06:52 PM
small question about haugadunir lets say party has both haugadunir and druid ( with two dire wolfs) can druids animal companions join the chorus instead of their masterThe potentially tricky prerequisite in this case is the one rank in Perform (sing), but otherwise any invited creature is able to join while affected by raging rhythm. So provided the wolves can somehow meet that prerequisite, nothing is stopping all four of them from singing together.

Btw I must say I really like the mental image of two dire wolf animal companions howling along to a haugadunir's chorus! But I think both the haugadunir and the druid should get familiars as well, preferably small and weird ones able to hit the really high notes... Bats singing in ultrasound? A pair of homunculus doing "smurf-voice barbershop"? Or how about twin tumor tenors blasting away like Pavarotti in stereo? :smalltongue:


and can I buşld this guy using more than one drum using chariot as platform for his raging drumsYou mean like this? (https://youtu.be/URmZHTuepi8?t=5) :smallbiggrin:

And of course you can use more than one drum (as long as at least one of your haugarists is included).

khadgar567
2016-08-16, 12:49 AM
My idea is more like raijin from smite instead of this

upho
2016-08-16, 03:18 PM
I really dig this concept and the mechanical execution looks solid on the surface. I would totally play one.Thanks!


Sorry that I can't offer much meaningful feedback at this time, having never played with Path of War content.I'm grateful for anything I get! And you really should try out PoW as soon as you're able to. It's pretty awesome.


You could give bonuses that the player could be likely to have/obtain anyway, so the skill check bonus becomes more of a convenience than a power inflation. If having a high bonus on a skill is mechanically core to the concept, I would expect the player to eventually seek out a magic item granting a Competence bonus to it as long as the DM allowed - so you could do a scaling Competence bonus, or the Skill Focus feat.

I also wonder if giving the Officer a particular bonus to their signature skill is even necessary to begin with. The Bard and Skald don't get bonuses to the Perform of their choice; it's sufficient enough to look at them and go, "These guys can make warriors superhuman with their music. Their Perform Fu is stronger than yours." Very good points. I'm starting to lean towards not granting any bonus or maybe a relatively minor competence bonus.


Going with Free ranks has one particular advantage: it means the class no longer effectively has a Skill Tax of 1 rank per level, like many other concepts. As a player and as a GM, I wouldn't mind it.Exactly. Feels like you might as well remove 1 skill point/level and give free ranks instead.


I like how you scale the Raging Song cost, because it works out that on average you can sustain this enhanced song at full power for maybe about 6-8 rounds before you're out. (Except for when Raging Song first becomes available, in which case the ability is not worth using - and that's perfectly fine.)

I don't think this feature is overpowered. If anything, its use is situational as you'll only be able to give it for, as you said, a short 1-3 round burst or maybe sustain it for a single prolonged fight at the expense of being able to do anything else. Perhaps it could be startlingly useful if the GM only runs 1 fight a day, but then, your group has bigger balance issues if that's the case.I think I agree with this. Though note that thundering choruses don't cost extra raging song every round, only when initiating them. They can generally be sustained for as long as raging rhythm can be sustained at no additional cost.

Thanks a ton for the feedback! Truly appreciated!