The ______'s class skills (and the key ability for each skill) are:
Diplomacy (Cha),
Entertain(Cha),
Knowledge (all skills, taken individually) (Int),
Perception (Wis)
Sense Motive (Wis)
Linguistics
1: Tale Spinner I
2: Skaldic Lore / Mag Bauble x2
3: Tale Spinner II
4: Bonus Talent
5: Tale Spinner III / Mag Bauble x2
6: Imperial Polyglot
7: Tale Spinner IV / Mag Bauble x2
8: Obscure Lore
9: Tale Spinner V
10: Freedom of Speech / Mag Bauble x2
Skaldic Lore:
A Skald may make a special knowledge check with a bonus equal to his Entertainer+Skald levels + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Skald has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful Skaldic Lore check will not reveal the powers of a magic item but may give a hint as to its general function.
A Skald may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The Palman Imperium is filled with races. Xenophilic as they are.
The Sovereign's Skalds collect the stories and tales from all the member races in the Imperium and to them and them alone the pattern of language emerges.
When investing in a language [Spending SP] the cost for 'reading' is automatically paid
[ Mastering a language now costs 3 SP instead of 4 but only when the language as any investment into it.]
Skalds are a treasure trove of little-known information.
You gain a +4 insight bonus on checks using your Skaldic Lore Class feature.
"The tales of old, The tales of the Imperium - shall not be suppressed by law or leylane."
At 10th level, the Sovereign Skald is partially immune to the effects of the silence spell.
She can continue to use her Entertainer's Repertoire to spin her tales normally inside the area of any silence spell.
She can also continue to 'speak' normally while under the effect.
Other magic-suppressing effects may still apply.