In the far north of the world no war band would ever consider going into to combat without a skald present. Having no warrior poet present to record the great deeds of the day is considered to be an ill omen.
Skald
Requirements: none
Prime requisite: STR, CHA
Hit Dice: 1d8
Maximum level: 14
Armour: Leather, chainmail, shields
Weapons: Any melee weapons
Languages: Alignment, Common
Prime requisites: A skald with at least 13 STR and CHA gains a 5% bonus to experience. A skald with at least 16 STR and at least 16 CHA gains a 10% bonus.
Lore
From 2nd level, a skald has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.
Warchant
While the skald chants in combat allies within 30’ gain a +1 to all melee attack rolls, at third level they also gain a +1 to armour class, at seventh level they also gain +1 to saving throws and at tenth level +1 to damage rolls from melee attacks. The warchant lasts for three rounds or until the skald takes damage.
After Reaching 9th level
A skald may establish a feasting hall attracting 2d6 fighters to serve in their warband.
Skald Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
2 2,000 2d8 19 [0] 12 13 14 15 16
3 4,000 3d8 19 [0] 12 13 14 15 16
4 8,000 4d8 17 [+2] 10 11 12 13 14
5 16,000 5d8 17 [+2] 10 11 12 13 14
6 32,000 6d8 17 [+2] 10 11 12 13 14
7 64,000 7d8 14 [+5] 8 9 10 10 12
8 120,000 8d8 14 [+5] 8 9 10 10 12
9 240,000 9d8 14 [+5] 8 9 10 10 12
10 360,000 9d8+2* 12 [+7] 6 7 8 8 10
11 480,000 9d8+4* 12 [+7] 6 7 8 8 10
12 600,000 9d8+6* 12 [+7] 6 7 8 8 10
13 720,000 9d8+8* 10 [+9] 4 5 6 5 8
14 840,000 9d8+10* 10 [+9] 4 5 6 5 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
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