This is the standalone class version of the Bard Subclass Skald. Separate from other Bards, because they didn't go to any fancy colleges. The Skald focuses heavily on performing "Songs of Battle" combos. This form of Bardic combat combines song, spell, blade, and arrow into multi-step combinations that culminate in a finishing move.
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FIX - Another mod (I dont know what one) was causing Action Surge to break, it would always say that you needed to short rest first. I didn't want to spend a lot of time trying to figure out which of my 500+ mods was causing it so I just did this quick workaround fix.
Version 1.1.0.0
FIX - "Again We Rise" (spell combo 3) was unable to target dead allies due to an improper target condition being set.
FIX - Tooltip for Skald Inspiration warhorn (Gods of War Arise) now shows the correct bonus instead of (0).
Version 1.0.0.0
CHANGE - Brought versioning up to full release numbers. FIX - Skald Inspiration warhorn. Gods of War Arise. Was not applying inspiration.
Version 0.0.1.8
FIX - Hand of Doom was sometimes breaking concentration on its own.
Version 0.0.1.7
FIX - Bardic Inspiration was not applying correctly.
Version 0.0.1.6
FIX - Battle Rage was not muting martials as intended.
Version 0.0.1.5
FIX - Removed debug weapons from loot tables. Restricted Skald weapons to Skald's only.
Version 0.0.1.2
FIX - Moved 1st Skald Inspiration action points to level 2 so you can actually use your level 2 abilities.
Possible fix for some edge cases where concentration was breaking for no reason.
Version 0.0.1.1
FIX - Sorry for the oopsie. I was also working on Dirge and accidently pasted Dirge lvl 2 progression into Skald. You may need to load a previous Bard subclass save if you already got started with this one. Removing the Dirge spells will break the save you are on.
Version 0.0.1.0
Initial release of standalone mod.
If you enjoy this or any other mod I make I would appreciate any small donations you feel able to make.
NOTICE I'd like everyone coming from the Bard/Skald subclass to know that this new version is not a 1:1 conversion. I took this opportunity to tune some of the attacks and to fix some of the longstanding bugs that allowed the Skald to do more damage that I envisioned. They are still strong, they are just not one man armies.
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So what does a Skald do ?
The Skald has a unique combat system that consists of a song mixed with attacks of different types to form a combo. At level 3 you will get the first two Songs of Battle (which are also known as Overtures) and a selection of melee and ranged attacks and finishers that I call movements. You will also get one war horn ability that is not part of the combo and is used to cast a party wide Bardic Inspiration. Other war horn abilities come later as you level up.
You can choose to use other Bard abilities on your subsequent turns after starting a Song of Battle. It will be a balancing act for you to decide what you want to do each turn. Do you rush through your combo as quickly as possible to apply a finisher? Do you let the song run the full 10 turns while lazily weaving in movements so you can make full use of the 10 turns of passive AoE effects? I recommend Concentration Failsafe to help you avoid interrupting your own concentration. A lot of Bard spells require concentration and I find that I often end my songs prematurely by using an ability that requires concentration. Progression Level 1
Medium Armor Proficiency
Martial Proficiency
Shield Proficiency
Level 2
Song of Battle: Shield Wall - AoE Blade Ward
Song of Battle: Hand of Doom - AoE slow
Warhorn: Gods of War Arise - AoE Bardic Inspiration
Level 4
Summon Skald Drum - a special drum with bonuses for the Skald
Action Surge - same as Fighter ability
Level 6
Song of Battle: War Ensemble - AoE Bless
Song of Battle: Gates of Delirium - AoE Bane
Level 7
Runes To My Memory - places a rune on your companions, selectable by role - this works alongside the next ability
Warhorn: A Fury Divine - activates the rune and grants special abilities depending on their role
Level 9
Song of Battle: Built For Speed - 2 turn AoE full haste followed by 8 more turns of enhanced combat abilities.