The following traits are common to original bards and skalds.1st-level original bards and skalds have hit points equal to 12 plus the bard's Constitution score, healing surges per day equal to 7 plus the bard's Constitution modifier, and a 1 bonus to Reflex and Will defenses. Primary Role: leader, Secondary Role: controller Original bards and skalds begin with cloth, leather, hide, chainmail, and light shield armor proficiencies, simple melee, longsword, scimitar, short sword, simple ranged, and military ranged weapon proficiencies, and wand implement proficiency.Normal: What a character who does not have this feat is limited to or restricted from doing.If not having the feat causes no particular drawback, this entry is absent. When you Cleave or Great Cleave, you can apply the additional damage you would gain from Vital Strike, Improved Vital Strike, or Greater Vital Strike to the initial target of your attack.
The stranger came up to the counter and asked for him by name.“Well, that’s me,” said Rinehart.Original bards and skalds are trained in Arcana, plus any four skills from the bard class skill list: At the DM's discretion, an original bard or skald may receive the Signs of Influence class feature.A bard with the Signs of Influence class feature gains benefits in places such as towns where bards are revered.While some feats specifically interact with a PC's race or class, most are available to anyone who meets the prerequisites.Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class.