Growling Marauder (Skald Archetype)
Archetypes of Power

Music doesn’t necessarily mean harmony - for some, a growling, gutteral noise that unites his allies into a frenzy of violence is the highest form of artistic expression.

Proficiencies: Growling marauders are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Casting: The growling marauder may combine spheres and talents to create magical effects. The growling marauder is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The growling marauder gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A growling marauder gains a magic talent every time he gains a caster level.

Whenever the growling marauder would receive a magical talent from his class, he may instead choose a bardic masterpiece or skald saga he meets the prerequisites for. His caster level with masterpieces is equal to his class level.

Combat Training (Ex): A growling marauder is considered an Adept practitioner, gaining spheres and talents as appropriate. A growling marauder uses his casting ability modifier as his practitioner modifier.

This replaces scribe scroll, uncanny dodge, improved uncanny dodge, and damage resistance.

Ancient Kenning: The growling marauder has access to old stories and secret histories that can enhance his martial power and spell casting.

At 2nd level, whenever the growling marauder rests and regains spell points, he may choose a magic sphere or combat sphere he possesses. He uses his class level as his base attack bonus or caster level to determine the effects of this sphere, respectively (not for actual attack rolls). This stacks with other base attack bonus or caster level sources normally.

This replaces well-versed.

Heavy Chord: At 3rd level, the growling marauder chooses a combat talent or combat feat he possesses. Whenever the growling marauder uses his inspired rage, allies affected by his song gain access to this talent, even if they are not practitioners. If they are not, they may use their highest mental attribute as their practitioner attribute. If a base talent is granted this way, allies are also affected by any drawbacks associated with the talent, and also gain any bonus talents granted by the drawback.

Every 3 levels after, he may choose an additional talent or combat feat to share with his allies through his rage song. If the growling marauder shares a combat talent or combat feat with prerequisites, he must share the prerequisites as well. Those who do not meet the prerequisites (such as the growling marauder sharing a feat only available to his race with allies of other races) do not benefit.

This replaces rage powers.

Sphere Kenning (Su): At 5th level, a growling marauder is learned in the magic of other casters, and can expand his magic in untested ways. By increasing the casting time by 1 step, the growling marauder can add any one magic talent to his list of talents known for the purposes of a single use of a sphere ability. The growling marauder can choose a new base sphere with this ability. The growling marauder can use this ability once per day at 5th level, twice per day at 11th level, and 3 times per day at 17th level.

This replaces spell kenning.

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