1 round per target: allies within 60 ft take beast shape I (Small); II at 14th, III at 18th. Medium at 10th.
Raging Songs
Every Raging Songs tag, grouped by the class or archetype that grants it.
Allies within 30 ft treat ability damage, drain, and penalties as 2 lower; 4 at 15th, 6 at 20th. Never below 0.
Enemies within 30 ft that hear the skald are shaken while the song lasts (sonic, mind-affecting fear).
As inspired rage, but +2 morale melee attack/damage and +2 vs. paralysis and sleep, -1 AC. Scales at 4th/8th/16th.
Allies' weapons within 60 ft gain +1 enhancement (+1 per 5 levels) or special abilities; max bonus drops as weapons are added.
As distraction vs. fear saves, using Intimidate at -10; allies can use that result as the DC to demoralize them.
As the frightening tune bardic performance.
10-minute epic, 1 round: a hero gets a circumstance bonus on Diplomacy/Intimidate vs. listeners equal to inspired rage's Will bonus.
Named target, failed Will: no morale/teamwork bonuses, no allies, saves vs. all spells. Foes within 60 ft must save or shun it.
One foe within 30 ft, failed Will: -2 AC/attacks, no Int/Dex/Cha skills, concentration DC 15+spell level. +1 foe at 7th, then every 4.
Allies gain +2 morale Int/Cha and +1 Will, -1 AC; no Strength skills or Con-check efforts. Will +1 per 4 levels.
As inspired rage, but no Strength bonus to allies and no AC penalty.
Allies gain +1 competence attack and +1 morale saves; +1 more at 6th, 12th, and 18th.
+2 Str/Con, +1 Will (morale), -1 AC for allies; no Cha/Dex/Int skills. Will +1 per 4 levels; Str/Con +2 at 8th/16th.
Will save or a creature within 30 ft is confused, -2 AC and Reflex, loses shield; an ally can dance to add a target.
Beam of sunlight: 30-ft bright light around the skald; the song works as the fascinate bardic performance.
Acts as shatter on objects up to 10 lb/level (+5 lb per extra round); 2d6 per round, max 20d6, dealt when the song ends.
Counterspell as an immediate action without ending the song; costs 1 round of raging song per spell level besides the slot.
1 round, 1 hour: allies within 60 ft gain endure elements.
As song of marching; allies also gain Endurance and the boaster's Diehard, Fast Healer, and related feats, ignoring prerequisites.
Once per round, allies within 60 ft add 1/2 skald level to a Wisdom check or Wisdom-based skill check.
Spend 1 round: allies within 60 ft may hustle for 1 hour with no fatigue or nonlethal damage from it.
4 rounds: geas/quest on a truly willing target. At 14th, up to 1 willing creature per skald level. Broken reward = ex-archetype.
Perform 1 round, spend 4 rounds: enthrall everyone who hears it, up to 1 hour.
4 more rounds: enthralled foes under 4 HD and Wis under 16 get foster hatred; those who fail gain the song's effects vs. the target.
Allies gain a Stealth bonus of half skald level and can try Stealth without cover or concealment; audible only to them.
Once per round, allies within 60 ft add 1/2 skald level to a Strength check or Strength-based skill check.
1 round, 1 hour: allies within 90 ft gain terrain-based climb, swim, or +10 ft speed. Doubles at 13th, triples at 19th.
4 rounds: tongues for the speaker and creatures in a 60-ft spread; skald level is the caster level.
Influence animals like a Diplomacy/Intimidate check: d20 + skald level + Cha. Plants, magical beasts, drunk: -4.
1 round/ally/round: revive a dead ally within 60 ft as raise dead; the ally is staggered.
1 round, 1 hour: allies within 60 ft gain low-light vision and +2 competence on Perception and Survival.
One ally within 60 ft takes a draconic aspect as form of the dragon I (no breath weapon); 1 round of song each round.