Drinking & Dragons

Difference between revisions of "User:Askewnotion/valkyrie"

From Drinking and Dragons
>Askewnotion
(Starting a new PRC, laying down template)
 
>Askewnotion
 
(6 intermediate revisions by the same user not shown)
Line 2: Line 2:
[[Category:Homebrew]]
[[Category:Homebrew]]
[[Category:Classes]]
[[Category:Classes]]
[[Image:valkyrie.jpg|right|175px]]
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 is to choose the most heroic of those who had died in battle and to carry them off to Valhalla where they became einherjar. This is 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 valkyrie'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
|}
|}


== Class Features ==
== Class Features ==
All of the following are class features of the divine interloper class.
All of the following are class features of the valkyrie 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.
 
'''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.
'''Weapon and Armor Proficiency:''' A valkyrie is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).


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'').
'''Lay on Hands (Su):''' A valkyrie with a Charisma score of 12 or higher can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her valkyrie level times her Charisma modifier. A valkyrie 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.


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.
If the valkyrie has this ability from another class, her levels in those classes stack to determine the total number of hit points of damage she can heal each day.


'''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.
'''Pegasus Mount (Sp):''' A valkyrie gains a pegasus as a special mount. This mount is treated as if it were a paladin's mount. The valkyries' effective level for a mounts special abilities is equal to her class level +4 on the special mount table. In all other aspects this pegasus mount is treated as a paladin's mount.


'''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.
If the character has a mount from another source, your levels in this class stack with the class the granted the mount.


'''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.
'''Einherjar (Su):''' Although the character collects a great many souls that are worthy of the halls of Valhalla, there are a few that have the skill and privilege of being a valkyrie's personal einherjar.


'''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.
At 1st level the character has the ability to bind an einherjar to herself, and can bind an additional einherjar every 3 class levels thereafter. This is treated as a special form of the Leadership feat, as described below.


'''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.
An einherjar can be drawn from the remains of a corpse or possession that the soul in question possessed before falling in battle. The character then communes with the soul, a process taking 10 minutes.


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.
After this period the soul is entitled to make a Will save (DC = 10 + class level + Cha modifier) to resist the call if it would not willingly serve as an einherjar. A failure on the Will save or a willing soul is bound to the valkyrie as a special cohort. A success on the Will save prevents all future attempts from the character to become an einherjar. A valkyrie automaticly fails to bind a soul as an einherjar if the souls living self was too powerful to meet the requirements of being the characters cohort.


'''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.
A specific einherjar can be summoned once per day as a full round action, with a duration of (valkyrie's class level + Cha modifier) rounds. A summoned einherjar manifest as it's former living self, with mundane, non-magical equivalencies of it's equipment (though it's attacks are treated as magic for the purpose of bypassing DR). Otherwise, the einherjar is exactly the same as it was when it was alive.


'''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.
A bound einherjar can be released by completing a 10 minute ritual. This allows the character to later choose another soul as it's personal einherjar. Valkyrie often do this as they gain power to keep their einherjar as able as possible.


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.
If an einherjar falls in battle, it immediately disipates, along with any equipment that it possessed when summoned. It can be summoned again the following day at full strength.


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.
'''Spells:''' At every even level, the valkyrie gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). If the character had more than one divine spellcasting class before becoming a valkyrie, the player must decide to which class to add each valkyrie level for the purposes of determining spells per day and spells known.


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.
'''Weapon Focus:''' A valkyrie of 3rd level gains weapon focus with a weapon of their choice.


'''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.
'''Celestial Pegasus Mount (Su):''' The exploits of a valkyrie of 5th level are rewarded with a more powerful pegasus mount. The pegasus mount gains the ''celestial'' template (MM p31).


'''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.
'''Weapon Specialization:''' At 8th levele a valkyrie gains weapon specialization for any weapon they have weapon focus with.


Note that while spells can not be cast from a passive domain, you do retain the granted power from the domain at all times.
'''Transcendence:''' At 10th level, a valkyrie completes her transformation into a creature of the planes. Her type changes to outsider. As an outsider, the character can not be raised, reincarnated, or resurrected just as other living creatures can be, though the character remains native to the Material Plane. Additionally, the valkyrie gains damage reduction 10/magic.


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.
Additionally, she no longer takes ability penalties for aging and cannot be magically aged (see Table 6–5, page 109 of the Player’s Handbook). Ability score bonuses from aging still accrue, and any penalties the valkyrie might have already taken remain in place. The character still dies of old age when their time is up.

Latest revision as of 08:15, 16 June 2008

Valkyrie.jpg

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 is to choose the most heroic of those who had died in battle and to carry them off to Valhalla where they became einherjar. This is 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 valkyrie'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 valkyrie class.

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

Lay on Hands (Su): A valkyrie with a Charisma score of 12 or higher can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her valkyrie level times her Charisma modifier. A valkyrie 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.

If the valkyrie has this ability from another class, her levels in those classes stack to determine the total number of hit points of damage she can heal each day.

Pegasus Mount (Sp): A valkyrie gains a pegasus as a special mount. This mount is treated as if it were a paladin's mount. The valkyries' effective level for a mounts special abilities is equal to her class level +4 on the special mount table. In all other aspects this pegasus mount is treated as a paladin's mount.

If the character has a mount from another source, your levels in this class stack with the class the granted the mount.

Einherjar (Su): Although the character collects a great many souls that are worthy of the halls of Valhalla, there are a few that have the skill and privilege of being a valkyrie's personal einherjar.

At 1st level the character has the ability to bind an einherjar to herself, and can bind an additional einherjar every 3 class levels thereafter. This is treated as a special form of the Leadership feat, as described below.

An einherjar can be drawn from the remains of a corpse or possession that the soul in question possessed before falling in battle. The character then communes with the soul, a process taking 10 minutes.

After this period the soul is entitled to make a Will save (DC = 10 + class level + Cha modifier) to resist the call if it would not willingly serve as an einherjar. A failure on the Will save or a willing soul is bound to the valkyrie as a special cohort. A success on the Will save prevents all future attempts from the character to become an einherjar. A valkyrie automaticly fails to bind a soul as an einherjar if the souls living self was too powerful to meet the requirements of being the characters cohort.

A specific einherjar can be summoned once per day as a full round action, with a duration of (valkyrie's class level + Cha modifier) rounds. A summoned einherjar manifest as it's former living self, with mundane, non-magical equivalencies of it's equipment (though it's attacks are treated as magic for the purpose of bypassing DR). Otherwise, the einherjar is exactly the same as it was when it was alive.

A bound einherjar can be released by completing a 10 minute ritual. This allows the character to later choose another soul as it's personal einherjar. Valkyrie often do this as they gain power to keep their einherjar as able as possible.

If an einherjar falls in battle, it immediately disipates, along with any equipment that it possessed when summoned. It can be summoned again the following day at full strength.

Spells: At every even level, the valkyrie gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, and so on). If the character had more than one divine spellcasting class before becoming a valkyrie, the player must decide to which class to add each valkyrie level for the purposes of determining spells per day and spells known.

Weapon Focus: A valkyrie of 3rd level gains weapon focus with a weapon of their choice.

Celestial Pegasus Mount (Su): The exploits of a valkyrie of 5th level are rewarded with a more powerful pegasus mount. The pegasus mount gains the celestial template (MM p31).

Weapon Specialization: At 8th levele a valkyrie gains weapon specialization for any weapon they have weapon focus with.

Transcendence: At 10th level, a valkyrie completes her transformation into a creature of the planes. Her type changes to outsider. As an outsider, the character can not be raised, reincarnated, or resurrected just as other living creatures can be, though the character remains native to the Material Plane. Additionally, the valkyrie gains damage reduction 10/magic.

Additionally, she no longer takes ability penalties for aging and cannot be magically aged (see Table 6–5, page 109 of the Player’s Handbook). Ability score bonuses from aging still accrue, and any penalties the valkyrie might have already taken remain in place. The character still dies of old age when their time is up.