homebrew spin on the skald. rough draft.


Homebrew and House Rules


The savage.
Hit points 1D8
Skills 2+int
Base attack bonus of druid
Saves of a rogue
Spontaneous wisdom based druid and ranger spells up to 9th level.

Battle Dance
A savage is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the savage only affects himself, and does not need to be able to see or hear his own performance and uses his wisdom modifier instead of his charisma modifier. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the savage to stop the previous performance and start the new one as a move action. Like a bard, a savage's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A savage cannot perform more than one battle dance at a time. At 10th level, a savage can start a battle dance as a swift action instead of a move action.

Inspired Rage (Su):At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)

Fleet (Su)While performing a battle dance, a savage gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level.

Versatile Dance (Ex)At 2nd level, a savage gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance

Primal scream (Su)At 3rd level, the savage can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the savages level to an object, or half this damage to a living creature.

Feral Focus (Su)At 4th level, a savage gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the savage always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action.When a savage uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.

Wild Shape (Su)At 5th level, a savage gains the ability to wild shape into the form of a Small or Medium version of his animal focus he can use, as the druid class feature. His effective druid level for this ability is equal to his savage level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn't allow the savage to assume other forms, such as elementals, plants, or other kinds of animals.

Summon Pack (Sp)Starting at 6th level, whenever a savage casts a summon nature's ally spell to summon one or more animals, she summons one additional animal of the same type. The summoned creature or creatures must be animals and must be of the same type as the savage's current aspect or of a similar type (bears for bear aspect, dogs or wolves for wolf aspect, great cats for the tiger aspect, and so on). The additional creature immediately vanishes if the savage chooses a different aspect or ends his feral focus ability.

Rain of Blows (Su)At 6th level, a savage can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell

Razor's Kiss (Su)At 8th level, a savage can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.

9th second animal focus.

Dance of Fury (Su)At 12th level, a savage can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal. This ability replaces soothing performance

Leaf on the Wind (Su)At 14th level, a savage can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the savage gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening performance.

Battle Fury (Su)At 20th level, the savage can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the savage's character level. This movement provokes attacks of opportunity as normal, and replaces deadly performance.


With the 9th level casting and wild shape, no bardic music this looks more like a druid with a rage ability than a skald (Inspired rage that affects only the one character is just a nerfed rage). I'd suggest maybe start with a druid and replace nature bond and maybe non-animal wild-shapes with a rage ability, maybe let them cast shapeshift spells and use wild shape on themselves while raging or something like that.


That makes sense. The idea I was going with was find of a war dance trance like state.

What I want is a class with 9th lvl druid/ranger spells, ranger combat style, animal focus, rage and/or battle dance. And some how make that not OP...so yeah, I got some work to do :)


Added some rework.
The savage.

Hit points 1D8
Skills 2+int
Base attack bonus of druid
Saves of a rogue
Spontaneous wisdom based druid and ranger spells up to 9th level.

Battle Dance
A savage is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the savage only affects himself, and does not need to be able to see or hear his own performance and uses his wisdom modifier instead of his charisma modifier. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the savage to stop the previous performance and start the new one as a move action. Like a bard, a savage's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A savage cannot perform more than one battle dance at a time. At 10th level, a savage can start a battle dance as a swift action instead of a move action.

Inspired Rage (Su):
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
This ability replaces nature sense, wild empathy, and woodland stride.

Animal Focus (Su)
At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.
This ability replaces nature bond.

Primal scream (Su)
At 3rd level, the savage can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the savages level to an object, or half this damage to a living creature.
This ability replaces Trackless step
Combat Style Feat (Ex)
At 4nd level, a savage must select one of the combat styles to pursue. The ranger's expertise manifests in the form of bonus feats at 8nd, 12th, 16th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. This replaces resist nature's lure and 10,16 and 18th wild shape level.

Wild Shape (Ex)
At 4th level, a wild whisperer gains the wild shape ability, but she never gains the ability to take the form of an elemental or plant.
This ability alters wild shape.

Rain of Blows (Su)
At 6th level, a savage can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell
This ability replaces 6th level wild shape

Razor's Kiss (Su)
At 8th level, a savage can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected.
This ability replaces 8th level wild shape
Second Animal Focus (Su)
At 9th level, when a feral shifter uses her animal focus ability, she selects two different animal aspects for herself instead of one.
This ability replaces venom immunity, a thousand faces, and timeless body.

Dance of Fury (Su)
At 12th level, a savage can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal. This ability replaces 12 level wild shape

Leaf on the Wind (Su)
At 14th level, a savage can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the savage gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces wild shape 14th level.

Battle Fury (Su)
At 20th level, the savage can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the savage's character level. This movement provokes attacks of opportunity as normal, and replaces at will wild shape.


Lastoutkast wrote:

That makes sense. The idea I was going with was find of a war dance trance like state.

What I want is a class with 9th lvl druid/ranger spells, ranger combat style, animal focus, rage and/or battle dance. And some how make that not OP...so yeah, I got some work to do :)

Well the big problem I am seeing is that wildshape pretty much covers anything animal focus or rage can give you; bonuses to size, strength enhanced senses, new modes of movement etc. With greater versatility so mechanically the only reason I can see to switch it out is to try and use weapons which I don't think should be a priority when designing a full-caster class.

If you want extra feats and more animal-focus flavor look into the animal shaman archetypes.

If you want rage use the nature bond feature to get domain powers. I suggest

1st level power: Enlarge from Growth subdomain of Plant domain
8th level power: Rage as rage sub domain of destruction domain.

Combing abilities like that is a power increase so probably take away bonus domain spells to compensate.


Great idea, although I thought that druids can only pick one domain. Also I agree wild shape fills the gap for most of the things I want but I feel most of the other abilities are rather useless or boring.


Lastoutkast wrote:
Great idea, although I thought that druids can only pick one domain. Also I agree wild shape fills the gap for most of the things I want but I feel most of the other abilities are rather useless or boring.

I'm recommending you make a homebrew domain to replace nature bond with. I suggest you mix and match subdomain powers to grant enlarge and rage but don't give bonus spells because you are picking two above average power domain abilities and combining them.

The main reason that the druids other abilities are boring/useless is because they have 9th level casting, nature bond, and wild shape. Thats a full set of class abilities right there and everything else is just fluff and rightly so, they are there for flavor and to prevent dead levels not to add more power.


so maybe

Ancient Guardian domain

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Inspire Fervor (Ex)

At 1st level, once per day as a standard action, a troll fury can chant over another troll within 30 feet, bolstering it against fear and improving its combat abilities. This works like the inspire courage bard ability, but affects only one troll and lasts 1 minute. The troll fury uses her druid level as her bard level to determine the effects of this ability.

This ability replaces wild empathy.

Favored Terrain (Ex)

At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability.

This ability replaces trackless step and woodland stride.

Chosen Prey (Ex)

At 4th level, a troll fury can select one creature type from the ranger's favored enemy list and gains a favored enemy bonus against that creature type with an effective ranger level equal to her druid level. This ability never grants the troll fury favored enemy bonuses against a second favored enemy creature type. A troll fury can change her favored enemy type once per week by performing a ritual that takes 1 hour to perform. If a troll fury already has a favored enemy from another class, the levels from the classes that grant favored enemies stack with this one to determine the favored enemy bonuses, and in this case she can gain other favored enemy creature types.

This ability replaces resist nature's lure.

Path of Trees (Su)

At 9th level, once a day, a wanderer can step within a tree and then teleport from that tree to another one in a manner similar to the tree stride spell. She gains an extra use of this ability each day at 12th level, and a third use of this ability at 15th level. Furthermore, a world walker of 13th level or higher can use this ability to teleport to any other tree of its type up to 100 miles away.

This ability replaces both venom immunity and timeless body.

Verdant Sentinel (Ex)

At 13th level, a jungle druid can cast tree shape at will.

This ability replaces a thousand faces.


See the problem you have there is that with the exception of the Ancient Guardian domain every ability is an upgrade which is resulting in an overpowered class. If you want all these abilities at once it might be best to run a gestalt campaign.


Nice, I'm able to use PCgen again. druid+rage domain.

Bardarok you seem to have a better understanding of spells than I do, so my second quest is do you think a Feral hunter(Hunter archetype) can be modifed to have 9th level casting ? maybe lower skills,hit dice, armor and so on ?

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