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Campaign guide plight of the tuatha 50

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Chapter Four: Player’s Options Level 1st Base Attack Bonus +1 Fort Save +1 Ref Save +1 Will Save +0 2nd 3rd 4th +2 +3 +4 +1 +2 +2 +1 +2 +2 +1 +1 +1 5th 6th 7th +5 +6 +7 +3 +3 +4 +3 +3 +4 +2 +2 +2 8th 9th 10th +8 +9 +10 +4 +5 +5 +4 +5 +5 +3 +3 +3 Base Attack Bonus: +3 Feats: Either Power Attack or Combat Expertise Spells: Ability to cast 1st-level bard spells Class Skills The skald’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), Use Magic Device (Cha) Skill Ranks at Each Level: + Int modifier Weapons and Armor Proficiency A skald is proficient with all simple weapons as well as onehanded martial weapons In addition they are proficient in the use of both the longbow and shortbow A skald is also proficient with all light armor and shields (except tower shield) without incurring any spell failure chance As with other arcane casters, a skald wearing medium or heavy armor will incur the armors spell failure chance if the spell they wish to cast requires a somatic component Multiclass skalds incur normal arcane spell failure chance for spells gained from other classes Spells Spells gained from Skald levels may only be from the druid or bard spell list excluding Summon Natures Allies They can cast any spell they know without preparing it ahead of time To learn to cast a spell, a skald must have Special Battle Knowledge 1/day, Inspire Courage Skaldic Knowledge Battle Knowledge 2/day, Inspire Greatness Battle Knowledge 3/day Frightening Tune Battle Knowledge 4/day, Inspire Heroics Spells per Day +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class a Charisma score equal to at least 10 + the spell level The Difficulty Class (DC) for saving throws against a skald’s spell is 10 + the spell level + the skald’s Charisma modifier A skald adds any skald levels to their bard levels to determine how many spells they are able to cast in one day as well as the number of known spells At 1st level and every third level after that (4th, 7th, and 10th) a skald can choose to learn a new spell in place of one he already knows In effect “losing” the old spell in exchange for the new one The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard or druid spell the skald can cast A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level A skald need not prepare his spells in advance He can cast any spell he knows at any time, assuming he has not yet used up Skald Special Abilities A skald has learned for their study of ancient heroes, battle tactics which create magical effects on those around them, including themselves if desired These effects are continuations and modifications of bardic performances For these performances, all levels in the skald class are considered to be bard levels for determining the strength of the following powers: Inspire Courage, 49

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