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Talya
2020-10-31, 08:33 AM
I'm playing in something if a unique game where every player is either an angel or a demon (represented with half celestial or half fiend templates). Furthermore, it is expected to be extremely lethal, with a twist -- death doesn't really matter. It simply sends you back to heaven or hell. No camping the spawn points.

I'm playing a level 1 half celestial skald, looking at using a greatsword. While the skald certainly benefits others, I'm looking at also maximizing my own personal combat capability.

I'm finding feats at level 1 are... Lacking. Primarily because most of the combat feats require +1 BAB.

I'm considering taking (no fixed priority): extra rage power: Savage intuition, power attack, cornugon smash, possibly death from above (hello. Wings.) Looking for ideas for feats and spells and rage powers as they come online, but right now, I've got two level 1 feats and no idea what to take with them. With the expectation that the character will die regularly and it doesn't really matter, I'm not sure skald's vigor or toughness matter as much. Besides, 18 constitution. (Thanks template.) No non-paizo material.

Firebug
2020-10-31, 09:36 PM
You could start with Bloodrager. Part of Raging Song is that if they have their own rage, they can use their bonuses and penalties from their own rage, but with your (skald) rage powers.

Then you go Half-orc and Amplified Rage (https://aonprd.com/FeatDisplay.aspx?ItemName=Amplified%20Rage), Bloodline Familiar(Valet) and be a beatstick with +8 Str/Con most of the (combat) time.

Mine went Urban/Red Tongue/Totemic(Tiger).

Talya
2020-11-02, 11:59 PM
Those aren't really options for me. She's human/half-celestial, and will be a single class skald.

Kurald Galain
2020-11-03, 02:24 AM
As a skald, you basically want as many rage powers as possible, because you're going to share them all with your allies.

Level 1 though? Get a reach weapon and combat reflexes.

Firebug
2020-11-03, 02:37 AM
Ok then. I was under the mistaken impression you wanted to maximize your personal combat ability. To clarify, my suggestion is at least +4 to hit and damage over starting as Skald.

Take Extra Performance (https://aonprd.com/FeatDisplay.aspx?ItemName=Extra%20Performance). Because unless you have 1 combat per day, 3+ cha rounds of Raging Song is probably not enough.

Other round saving options are the trait Community-Minded (https://aonprd.com/TraitDisplay.aspx?ItemName=Community-Minded) if you are starting with traits, and Additional Traits (https://aonprd.com/FeatDisplay.aspx?ItemName=Additional%20Traits) for it if you are not. Consider Harmonic Spell (https://aonprd.com/FeatDisplay.aspx?ItemName=Harmonic%20Spell) to save rounds.

Consider Noble Scion (https://aonprd.com/FeatDisplay.aspx?ItemName=Noble%20Scion)(of War) for Cha to initiative instead of Dex.

Planar Heritage (https://aonprd.com/FeatDisplay.aspx?ItemName=Planar%20Heritage) if you wanted a feat from an native outsider and didn't quite qualify with half-celestial. See in darkness from Tiefling with Fiend Sight (https://aonprd.com/FeatDisplay.aspx?ItemName=Fiend%20Sight) maybe.

Consider Combat Casting, since you do have spells and want to be in the thick of things anyway.

As far as spells go, Saving Finale (https://aonprd.com/SpellDisplay.aspx?ItemName=Saving%20Finale) may save a party member who failed a save allowing a reroll, though it ends your current performance. Though with Community Minded/Lingering Performance/etc the bonuses continue for a bit longer. There are a few other 'finale' spells that are useful too.
Gallant Inspiration (https://aonprd.com/SpellDisplay.aspx?ItemName=Gallant%20Inspiration) is similar but isn't a full reroll, just a bonus. Doesn't end performance though. Liberating Command (https://aonprd.com/SpellDisplay.aspx?ItemName=Liberating%20Command) can get an ally out of a grapple. Chord of Shards (https://aonprd.com/SpellDisplay.aspx?ItemName=Chord%20of%20Shards) gets you some AoE for swarms.
Unnatural Lust (https://aonprd.com/SpellDisplay.aspx?ItemName=Unnatural%20Lust) to focus an enemy on your 'tank'... or off a cliff. Unadulterated Loathing (https://aonprd.com/SpellDisplay.aspx?ItemName=Unadulterated%20Loathin g) for the oppposite effect. Bladed Dash (https://aonprd.com/SpellDisplay.aspx?ItemName=Bladed%20Dash), though less useful to Skalds than Magus, is still useful getting around in melee/over a pond. Blistering Invective (https://aonprd.com/SpellDisplay.aspx?ItemName=Blistering%20Invective) for AoE demoralize and damage, the save is only vs the catch fire not the damage. Basically Dazzling Display, but as a spell and does damage. Demand Offering (https://aonprd.com/SpellDisplay.aspx?ItemName=Demand%20Offering) save or be disarmed. Consider a wand of Burning Disarm (https://aonprd.com/SpellDisplay.aspx?ItemName=Burning%20Disarm) which is the opposite, if you successfully save you are disarmed. Heroism is always good. Honeyed Tongue (https://aonprd.com/SpellDisplay.aspx?ItemName=Honeyed%20Tongue) lets you double roll Diplomacy. Instant Weapon (https://aonprd.com/SpellDisplay.aspx?ItemName=Instant%20Weapon) is a force effect, so full damage against Incorporeal. Sense Vitals (https://aonprd.com/SpellDisplay.aspx?ItemName=Sense%20Vitals) gets you sneak attack. Touch of Mercy (https://aonprd.com/SpellDisplay.aspx?ItemName=Touch%20of%20Mercy) for the rare occurrence that you want to take someone captive and don't want to swap weapons.

That's just some of the first and second level spells, Skalds have a decent list.