Drinking & Dragons

Difference between revisions of "User:Askewnotion/valkyrie"

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[[Category:Classes]]
[[Category:Classes]]
Created by [[User:Askewnotion|Askewnotion]]
Created by [[User:Askewnotion|Askewnotion]]
''Then glittered light ''<br>
''from Logafjoll, ''<br>
''And from the light ''<br>
''the flashes leaped; ''<br>
''High under helms ''<br>
''on heaven's field; ''<br>
''Their byrnies all ''<br>
''with blood were red, ''<br>
''And from their spears ''<br>
''the sparks flew forth.''


== Description ==
== Description ==
The divine champion is a warrior that draws power from divine sources. The exact nature of where this power comes from is up to great debate. Some say it is stolen from the gods themselves, while others say that it is manifested by the desiers and ideals of the individual.
A valkyrie is traditionally an agent of Odin. The valkyries' purpose was to choose the most heroic of those who had died in battle and to carry them off to Valhalla where they became einherjar. This was necessary because Odin needed warriors to fight at his side at the preordained battle at the end of the world, Ragnarök.


Divine champions are often examplars of an ideal. Unlike a paladin, though, they are not bound by an oath or following.
The character fits this ideal by having died and joined the Halls of Valhalla before being drawn back to life by their companions. Those brought back are left with a blessing of Odin and are charged with collecting the souls of those that fall in battle. When the character yet again goes to Valhalla, the souls collected go with the character to also join the Hall.


'''Abilities:''' Charisma determines the save DC of spells cast.  Wisdom determines the highst spell level castable and the number of spells cast per day.
== Requirements ==
'''Gender:''' Female<br>
'''BAB:''' +5<br>
'''Skills:''' Knowledge (Religion) 8 ranks, Ride 4 ranks<br>
'''Spells:''' Able to cast 1st level divine spells<br>
'''Special:''' The character must have died in battle, entered the Halls of Valhalla, and had been brough back to life.


== Class Skills ==
== Class Skills ==
The divine champion’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana, Religion, The Planes) (Int), Profession (Wis), Spellcraft (Int)
The divine champion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royality, Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)


'''Skill Points at Each Level:''' 2 + Int modifier.
'''Skill Points at Each Level:''' 2 + Int modifier.


'''Hit Die:''' d8.
'''Hit Die:''' d10.
 
== Table: Valkyrie (Val) ==
'''Alignment:''' Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil.
== Table: Divine Champion (DCh) ==
{| width=100%; cellpadding="5px"
{| width=100%; cellpadding="5px"
|- | style="background:tan"
|- | style="background:tan"
| Level||BAB||Fort||Ref||Will||Special||XP Values
| Level||BAB||Fort||Ref||Will||Special||Casting
|- | style="background:#e4e4b1"
| 1st||+0||+0||+0||+2||Starting Domains, Channel Divine Energy, Spells, Alignment based aura||1,920XP/2,020avg
|- | style="background:#cccc99"
| 2nd||+1||+0||+0||+3||Detect Opposite Alignment, Smite Opposite Alignment 1/day||3,520XP/3,986avg
|- | style="background:#e4e4b1"
| 3rd||+2||+1||+1||+3||Divine Grace/Dark Bless||6,465XP/6,305avg
|- | style="background:#cccc99"
| 4th||+3||+1||+1||+4||Lay on Hands/Deadly Touch||9,415XP/10,242avg
|- | style="background:#e4e4b1"
| 5th||+3||+1||+1||+4||Bonus Active Domain||13,605XP/13,240avg
|- | style="background:#cccc99"
| 6th||+4||+2||+2||+5|| ||18,265XP/19,688avg
|- | style="background:#e4e4b1"
| 7th||+5||+2||+2||+5|| ||23,890XP/23,981avg
|- | style="background:#cccc99"
| 8th||+6||+2||+2||+6||Smite Opposite Alignment 2/day||30,785XP/32,286avg
|- | style="background:#e4e4b1"
|- | style="background:#e4e4b1"
| 9th||+6||+3||+3||+6|| ||39,130XP/40,040avg
| 1st||+1||+2||+0||+0||Lay on Hands, Pegasus Mount, Einherjar||
|- | style="background:#cccc99"
|- | style="background:#cccc99"
| 10th||+7||+3||+3||+7||Bonus Passive Domain||47,370XP/50,769avg
| 2nd||+2||+3||+0||+0|| ||+1 Divine
|- | style="background:#e4e4b1"
|- | style="background:#e4e4b1"
| 11th||+8||+3||+3||+7|| ||58,115XP/59,057avg
| 3rd||+3||+3||+1||+1||Weapon Focus||
|- | style="background:#cccc99"
|- | style="background:#cccc99"
| 12th||+9||+4||+4||+8|| ||71,410XP/76,067avg
| 4th||+4||+4||+1||+1||Einherjar||+1 Divine
|- | style="background:#e4e4b1"
|- | style="background:#e4e4b1"
| 13th||+9||+4||+4||+8|| ||83,785XP/86,238avg
| 5th||+5||+4||+1||+1||Celestial Pegasus Mount||
|- | style="background:#cccc99"
|- | style="background:#cccc99"
| 14th||+10||+4||+4||+9||Smite Opposite Alignment 3/day||95,645XP/101,964avg
| 6th||+6||+5||+2||+2|| ||+1 Divine
|- | style="background:#e4e4b1"
|- | style="background:#e4e4b1"
| 15th||+11||+5||+5||+9||Bonus Active Domain||131,195XP/119,283avg
| 7th||+7||+5||+2||+2||Einherjar||
|- | style="background:#cccc99"
|- | style="background:#cccc99"
| 16th||+12||+5||+5||+10|| ||146,245XP/139,955avg
| 8th||+8||+6||+2||+2||Weapon Specialization||+1 Divine
|- | style="background:#e4e4b1"
|- | style="background:#e4e4b1"
| 17th||+12||+5||+5||+10|| ||169,770XP/155,740avg
| 9th||+9||+6||+3||+3||  
|- | style="background:#cccc99"
|- | style="background:#cccc99"
| 18th||+13||+6||+6||+11|| ||192,460XP/183,020avg
| 10th||+10||+7||+3||+3||Einherjar, Transcendence||+1 Divine
|- | style="background:#e4e4b1"
| 19th||+14||+6||+6||+11|| ||200,755XP/193,553avg
|- | style="background:#cccc99"
| 20th||+15||+6||+6||+12||Smite Opposing Alignment 4/day, Bonus Passive Domain||223,985XP/219,769avg
|}
 
== Table: Divine Champion Spells ==
 
{| width=40%; cellpadding="5px"
|- | style="background:tan"
| Per Day||1||2||3||4||5||6||7||8||9
|- | style="background:#e4e4b1"
| 1st||1||-||-||-||-||-||-||-||-
|- | style="background:#cccc99"
| 2nd||1||-||-||-||-||-||-||-||-
|- | style="background:#e4e4b1"
| 3rd||1||1||-||-||-||-||-||-||-
|- | style="background:#cccc99"
| 4th||2||1||-||-||-||-||-||-||-
|- | style="background:#e4e4b1"
| 5th||2||1||1||-||-||-||-||-||-
|- | style="background:#cccc99"
| 6th||2||2||1||-||-||-||-||-||-
|- | style="background:#e4e4b1"
| 7th||2||2||1||1||-||-||-||-||-
|- | style="background:#cccc99"
| 8th||3||2||2||1||-||-||-||-||-
|- | style="background:#e4e4b1"
| 9th||3||2||2||1||1||-||-||-||-
|- | style="background:#cccc99"
| 10th||3||3||2||2||1||-||-||-||-
|- | style="background:#e4e4b1"
| 11th||3||3||2||2||1||1||-||-||-
|- | style="background:#cccc99"
| 12th||3||3||3||2||2||1||-||-||-
|- | style="background:#e4e4b1"
| 13th||3||3||3||2||2||1||1||-||-
|- | style="background:#cccc99"
| 14th||3||3||3||3||2||2||1||-||-
|- | style="background:#e4e4b1"
| 15th||3||3||3||3||2||2||1||1||-
|- | style="background:#cccc99"
| 16th||3||3||3||3||3||2||2||1||-
|- | style="background:#e4e4b1"
| 17th||3||3||3||3||3||2||2||1||1
|- | style="background:#cccc99"
| 18th||3||3||3||3||3||3||2||2||1
|- | style="background:#e4e4b1"
| 19th||3||3||3||3||3||3||2||2||1
|- | style="background:#cccc99"
| 20th||3||3||3||3||3||3||3||2||2
|}
|}


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All of the following are class features of the divine interloper class.
All of the following are class features of the divine interloper class.


'''Weapon and Armor Proficiency:''' A divine interloper is proficient with simple weapons but not with any type of armor or shield.  Although he is not proficient, a divine interloper does not suffer spellcasting failure from armor worn.
'''Weapon and Armor Proficiency:''' A valkyrie is proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
 
'''Spells:'''A divine champion casts divine spells which are drawn exclusively from their domains. She prepares spells as a cleric would.
 
Like other spellcasters, a divine champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Divine Champion Spells. In addition, she receives bonus spells per day if she has a high Wisdom score.
 
Your spells per day apply to each active domain you have. For example, a 10th level divine champion with the ''Good, Law, ''and'' Fire'' domain as active domains and the ''Sun'' domain as thier passive domain will have 3 1st and 2nd, 2 3rd and 4th, and 1 5th level spell in each of her active domains(''Good, Law, ''and'' Fire''), though bonus spells from a hish wisdom score can be taken from any of the available domains (including ''sun'').
 
Spells are not considered on her spell list (for purposes of scrolls, wands) unless they are in his select domains, regardless if they are passive or active domains.
 
'''Domains:''' At first level, a divine champion chooses two cleric domains that rely on the divine champion's alignment. Note that you can not choose a domain that is opposed to your alignment. For example, a lawful evil divine champion can not choose the Chaos or Good domains.
 
'''Channel Divine Energy (Su):''' A divine champion can turn or rebuke undead as a cleric does.  She has a number of turn attempts per day equal to half her class level (minimum one, rounded down) plus her charisma modiferand turn as a cleric of their divine chamion level.  A divine champion turns undead if they are of good alignment or they rebuke undead if they are of evil alignment.
 
'''Alignment-based Aura (Ex):''' The power of a divine champion’s aura is equal to her divine champion level, just like the aura of a cleric. The aura radiates both factors of the divine champion's aura.
 
'''Detect Opposite Alignment (Sp):''' At will, a divine champion can detect their oppoing alignment, as per the ''detect evil'' spell though only if both alignment axis are the extreme of the divine champion's. For example, a chaotic good divine champion can only detect lawful evil entities.
 
'''Smite Opposite Alignment (Su):''' Once per day, a divine champion may attempt to smite their opposing alignment with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine champion level. For example, a 13th-level divine champion armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the divine champion accidentally smites a creature that is not of their opposing alignment, the smite has no effect, but the ability is still used up for that day.
 
At 8th level, and at every six levels thereafter, the divine champion may smite opposing alignment one additional time per day, as indicated on Table: Divine Champion.
 
'''Divine Grace/Dark Blessing (Su):''' At 3nd level, a divine champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.
 
'''Lay on Hands/Deadly Touch (Su):''' Beginning at 4nd level, a good aligned divine champion with a Charisma score of 12 or higher gains the lay on hands ability. A divine champion can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. For example, a 7th-level divine champion with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A divine champion may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
 
Alternatively, a good aligned divine champion can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The divine champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
 
An evil aligned divine champion gains the deadly touch ability and can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 divine champion level + divine champion’s Cha modifier) to halve the damage dealt.
 
Alternatively, an evil aligned divine champion can use any or all of this power to cure damage to undead creatures, just as an ''inflict'' wounds spell does. This power otherwise functions identically to a paladin’s lay on hands ability.
 
'''Bonus Active Domain:''' At 5th level, and every ten levels thereafter, the divine champion may choose to learn a new domain. The divine champion also gains the ability to choose another domain to be an active domain.
 
'''Bonus Passive Domain:''' At 10th level, and every ten levels thereafter, the divine champion may choose to learn a new domain. The divine champion also chooses one of his domains to be a passive domain.
 
Note that while spells can not be cast from a passive domain, you do retain the granted power from the domain at all times.
 
At the beginning of each day, a divine champion can choose which of their domains are passive and active. If spells were previously memorized from an active domain that becomes passive, all of the previously memorized spells from that domain are lost.

Revision as of 21:09, 13 June 2008

Created by Askewnotion

Then glittered light
from Logafjoll,
And from the light
the flashes leaped;
High under helms
on heaven's field;
Their byrnies all
with blood were red,
And from their spears
the sparks flew forth.

Description

A valkyrie is traditionally an agent of Odin. The valkyries' purpose was to choose the most heroic of those who had died in battle and to carry them off to Valhalla where they became einherjar. This was necessary because Odin needed warriors to fight at his side at the preordained battle at the end of the world, Ragnarök.

The character fits this ideal by having died and joined the Halls of Valhalla before being drawn back to life by their companions. Those brought back are left with a blessing of Odin and are charged with collecting the souls of those that fall in battle. When the character yet again goes to Valhalla, the souls collected go with the character to also join the Hall.

Requirements

Gender: Female
BAB: +5
Skills: Knowledge (Religion) 8 ranks, Ride 4 ranks
Spells: Able to cast 1st level divine spells
Special: The character must have died in battle, entered the Halls of Valhalla, and had been brough back to life.

Class Skills

The divine champion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royality, Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)

Skill Points at Each Level: 2 + Int modifier.

Hit Die: d10.

Table: Valkyrie (Val)

Level BAB Fort Ref Will Special Casting
1st +1 +2 +0 +0 Lay on Hands, Pegasus Mount, Einherjar
2nd +2 +3 +0 +0 +1 Divine
3rd +3 +3 +1 +1 Weapon Focus
4th +4 +4 +1 +1 Einherjar +1 Divine
5th +5 +4 +1 +1 Celestial Pegasus Mount
6th +6 +5 +2 +2 +1 Divine
7th +7 +5 +2 +2 Einherjar
8th +8 +6 +2 +2 Weapon Specialization +1 Divine
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Einherjar, Transcendence +1 Divine

Class Features

All of the following are class features of the divine interloper class.

Weapon and Armor Proficiency: A valkyrie is proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).