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This archetype was originally made for a home brew campaign setting largely based on Scandinavian mythology (haugadunir means “grave-thunderer” in Old Norse), where the archetype is used to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
- 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