Custom Pathfinder Class Archetype: Valkyrie (Paladin)
Paladin Class Archetype: Valkyrie
Alignment: Lawful
good.
Hit Die: d10.
Class
skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession
(Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill
Ranks per Level: 2 + Int modifier.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
1
|
1
|
2
|
0
|
2
|
Runic
smite 1/day, aura of good, detect evil
|
-
|
-
|
-
|
-
|
2
|
2
|
3
|
0
|
3
|
Divine
grace, lay on hands
|
-
|
-
|
-
|
-
|
3
|
3
|
3
|
1
|
3
|
Aura of
courage, divine health, Empowerment
|
-
|
-
|
-
|
-
|
4
|
4
|
4
|
1
|
4
|
Runic
smite 2/day, channel positive energy, Spells
|
0
|
-
|
-
|
-
|
5
|
5
|
4
|
1
|
4
|
Rune blade,
rune
|
1
|
-
|
-
|
-
|
6
|
6/1
|
5
|
2
|
5
|
Empowerment
|
1
|
-
|
-
|
-
|
7
|
7/2
|
5
|
2
|
5
|
Runic
smite 3/day
|
1
|
0
|
-
|
-
|
8
|
8/3
|
6
|
2
|
6
|
Aura of
resolve, rune
|
1
|
1
|
-
|
-
|
9
|
9/4
|
6
|
3
|
6
|
Empowerment
|
2
|
1
|
-
|
-
|
10
|
10/5
|
7
|
3
|
7
|
Runic
smite 4/day
|
2
|
1
|
0
|
-
|
11
|
11/6/1
|
7
|
3
|
7
|
Rune,
Grand empowerment
|
2
|
1
|
1
|
-
|
12
|
12/7/2
|
8
|
4
|
8
|
Empowerment
|
2
|
2
|
1
|
-
|
13
|
13/8/3
|
8
|
4
|
8
|
Runic
smite 5/day
|
3
|
2
|
1
|
0
|
14
|
14/9/4
|
9
|
4
|
9
|
Aura of
faith, Rune
|
3
|
2
|
1
|
1
|
15
|
15/10/5
|
9
|
5
|
9
|
Empowerment
|
3
|
2
|
2
|
1
|
16
|
16/11/6/1
|
10
|
5
|
10
|
Runic
smite 6/day
|
3
|
3
|
2
|
1
|
17
|
17/12/7/2
|
10
|
5
|
10
|
Aura of
righteousness, Rune
|
4
|
3
|
2
|
1
|
18
|
18/13/8/3
|
11
|
6
|
11
|
Empowerment
|
4
|
3
|
2
|
2
|
19
|
19/14/9/4
|
11
|
6
|
11
|
Runic
smite 7/day
|
4
|
3
|
3
|
2
|
20
|
20/15/10/5
|
12
|
6
|
12
|
Runic
avenger, rune
|
4
|
4
|
3
|
3
|
Weapon and Armor Proficiency: Valkyries are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura
of Good (Ex): The power of a Valkyrie's
aura of good (see the detect good spell) is equal to her Valkyrie level.
Detect
Evil (Sp): At will, a Valkyrie can
use detect evil, as the spell. A Valkyrie can, as a move action, concentrate on
a single item or individual within 60 feet and determine if it is evil,
learning the strength of its aura as if having studied it for 3 rounds. While
focusing on one individual or object, the Valkyrie does not detect evil in any
other object or individual within range.
Runic
smite (Su): Once per day, the
Valkyrie can activate their runic smite. This ability lasts a number of rounds
equal to their level + their charisma modifier. During this time, they gain a
bonus to their attack rolls against evil targets equal to their charisma
modifier, and additional damage on attacks equal to half their level (minimum
1). In addition, each time they gain a usage of runic smite, they gain a
marking on their body that resembles a form of divine power, granting them a
new special ability they can either activate during their smite, or is passive
while it is active.
They may choose from the following abilities that
activate during their runic smite.
Spells of the
stars: During their smite, the Valkyrie can use the following spell-like
abilities once per day (not per smite): 1st level – divine favor; 4th
level – cure moderate wounds; 7th level – cure serious wounds; 10th
level – divine power; 13th level – breath of life; 16th
level – heal; 19th level – holy aura.
Angel’s will:
The Valkyrie is not knocked unconscious when taken below zero hit points, and
instantly stabilizes. They do still lose hit points and are staggered as
normal.
Hound’s
senses: The Valkyrie gains +1 to their perception checks to notice hidden and
invisible individuals within 60 ft. of them. This bonus increases by 1 for
every four levels following first. At first level, they gain 60 ft. darkvision
during their smite. At 6th level, they gain see invisibility as a
constant spell-like ability. At 8th level, they gain 120 ft.
darkvision. At 12th level, they gain see in darkness. At 16th
level, they gain true seeing.
Trumpet’s
boon: The Valkyrie can let out a battle cry when activating their smite, as a
standard action, granting allies a +1 bonus to attack and damage against evil
targets for 1 round. This bonus and duration increases by +1/1 round at 8th
and 16th level.
Astral deva’s
beauty: The Valkyrie is almost too difficult to look at, giving all enemies
within sight a -1 penalty to their attack rolls against them (will negates,
save once). This penalty increases by 1 for every five levels they possess.
Archon’s
light: When activating her smite, the Valkyrie becomes the source of a constant
daylight spell, and this continues for the duration. This can be dismissed and
re-activated as a swift action. This requires 4th level.
Choral’s
song: The Valkyrie can use countersong, as the bard ability once during her
smite, with a bonus to their perform (sing) check equal to their level + their
charisma modifier. This requires 4th level or later.
Cleansing
wave: once per smite, the Valkyrie can use channel positive energy to both
heal, and cleanse conditions. Each ally healed gains a new save against a condition
affecting them with a bonus equal to the Valkyrie’s charisma modifier.
Angel’s
wings: The Valkyrie gains ethereal wings that grant them 60 ft. fly speed. This
required 7th level or later.
Empyrean’s
defense: The Valkyrie gains a +2 bonus to their armor class as insight. This
bonus increases by 1 for every five levels they possess. This requires 7th
level or later.
Shield
archon’s bastion: The Valkyrie gains a 50% chance to deny critical hits against
them. This increases by 25% at 15th, and immunity to critical hits
and their effects at 20th level. In addition, they gain the in
harm’s way and bodyguard feats during their smite. This requires 10th
level.
This replaces smite evil.
Divine
Grace (Su): At 2nd level, a Valkyrie
gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay
on Hands (Su): Beginning at 2nd level,
a Valkyrie can heal wounds (her own or those of others) by touch. Each day she
can use this ability a number of times equal to 1/2 her Valkyrie level plus her
Charisma modifier. With one use of this ability, a Valkyrie can heal 1d6 hit
points of damage for every two Valkyrie levels she possesses. Using this
ability is a standard action, unless the Valkyrie targets herself, in which
case it is a swift action. Despite the name of this ability, a Valkyrie only
needs one free hand to use this ability.
Alternatively, a Valkyrie can use this healing power
to deal damage to undead creatures, dealing 1d6 points of damage for every two
levels the Valkyrie possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity.
Undead do not receive a saving throw against this damage.
Aura
of Courage (Su): At 3rd level, a Valkyrie
is immune to fear (magical or otherwise). Each ally within 10 feet of her gains
a +4 morale bonus on saving throws against fear effects. This ability functions
only while the Valkyrie is conscious, not if she is unconscious or dead.
Divine
Health (Ex): At 3rd level, a Valkyrie
is immune to all diseases, including supernatural and magical diseases,
including mummy rot.
Empowerment
(Su): At 3rd level, and every
three levels thereafter, a Valkyrie can select one empowerment. Each empowerment
adds an effect to the Valkyrie's lay on hands ability. Whenever the Valkyrie
uses lay on hands to heal damage to one target, the target also receives the
additional effects from one of the empowerments possessed by the Valkyrie. If
the Valkyrie uses their lay on hands ability on the same target and grants them
a new empowerment, it replaces any others that are still active.
At 3rd level, the Valkyrie can select from the
following initial empowerments.
Divine eye:
The target gains a +1 sacred bonus to their attack rolls for a number of rounds
equal to the Valkyrie’s level. This bonus increases by +1 at 8th, 12th, and
16th level.
Protector’s
boon: The target gains a +1 sacred bonus to their armor class for a number of
rounds equal to the Valkyrie’s level. This bonus increases by +1 at 8th, 12th, and 16th level.
Soothing
gift: The target gains fast healing 1 for 1d4 rounds. The number of rounds and
fast healing increases by 1 every four levels following 3rd.
Sacred
knowledge: The target gains a sacred bonus to all knowledge checks equal to
half the Valkyrie’s level for a number of minutes equal to her level, and can
make them untrained.
At 6th level, a Valkyrie adds the following empowerments
to the list of those that can be selected.
Holy might:
The Valkyrie bolsters the strikes of the target, granting them a +2 sacred
bonus to damage rolls for a number of rounds equal to the paladin’s level. This
damage bonus increases by +2 every four levels following 6th.
Adamant soul:
The Valkyrie empowers the target’s mind, soul, and body, granting them a +1
sacred bonus to all saving throws for a number of rounds equal to the Valkyrie’s
level. This bonus increases by +1 at 12th and 18th level.
Focused mind:
The Valkyrie empowers the target’s mind, granting them a +1 sacred bonus to
their caster level, and a +2 bonus to concentration checks for a number of
rounds equal to the Valkyrie’s level. This bonus increases by +1/+2 at 12th
and 18th level.
Sacred
talent: The Valkyrie empowers the target’s natural talents, granting them a +1
sacred bonus to acrobatics, climb, escape artist, fly, ride, sleight of hand,
stealth, and swim checks.
At 9th level, a Valkyrie adds the following mercies
to the list of those that can be selected.
Divine gift:
the Valkyrie chooses one ability score, and grants the target a +2 bonus to
that specific score for a number of rounds equal to their level. At 13th,
16th, and 19th level, this bonus increases by +2.
Pious haste:
The target gains a +10 ft. sacred bonus to their movement speed for a number of
rounds equal to the Valkyrie’s level.
Resilience:
The Valkyrie makes the target immune to ability damage for a number of rounds
equal to their level.
Divine
defense: The Valkyrie grants the target DR/evil equal to ½ her level for a
number of rounds equal to her level.
At 12th level, a Valkyrie adds the following mercies
to the list of those that can be selected.
Bright soul:
The Valkyrie empowers the target’s spirit, making them immune to negative
energy and negative energy effects such as energy drain for a number of rounds equal to the her level.
Resilience,
greater: The Valkyrie makes the target immune to ability drain for a number of
rounds equal to her level.
Spell
resistance: The Valkyrie bestows the target with spell resistance equal to 11 +
the Valkyrie’s level for a number of rounds equal to her level.
Hand of the
protector: The target grants double the aid another bonus to allies than normal
for a number of rounds equal to the Valkyrie’s level.
Divine edge:
The Valkyrie grants the next attack the target makes against a chaotic or evil
individual a +2 bonus to the enhancement bonus of their attack, and also deals
an additional +2d6 damage. This works for one additional attack for every two
levels following 12th.
This replaces the paladin's mercies.
Channel
Positive Energy (Su): When a Valkyrie reaches
4th level, she gains the supernatural ability to channel positive energy like a
cleric. Using this ability consumes two uses of her lay on hands ability. A Valkyrie
uses her level as her effective cleric level when channeling positive energy.
This is a Charisma-based ability.
Spells: Beginning at 4th level, a Valkyrie gains the
ability to cast a small number of divine spells which are drawn from the Valkyrie
spell list presented in Spell Lists. A Valkyrie must choose and prepare her spells
in advance.
To prepare or cast a spell, a Valkyrie must have a
Charisma score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a Valkyrie's spell is 10 + the spell level + the Valkyrie's
Charisma modifier.
Like other spellcasters, a Valkyrie can cast only a
certain number of spells of each spell level per day. Her base daily spell
allotment is given on Table: Valkyrie. In addition, she receives bonus spells
per day if she has a high Charisma score (see Table: Ability Modifiers and
Bonus Spells). When Table: Valkyrie indicates that the Valkyrie gets 0 spells
per day of a given spell level, she gains only the bonus spells she would be
entitled to based on her Charisma score for that spell level.
A Valkyrie must spend 1 hour each day in quiet
prayer and meditation to regain her daily allotment of spells. A Valkyrie may
prepare and cast any spell on the Valkyrie spell list, provided that she can
cast spells of that level, but she must choose which spells to prepare during
her daily meditation.
Through 3rd level, a Valkyrie has no caster level.
At 4th level and higher, her caster level is equal to her Valkyrie level – 3.
For their spell list, see the paladin spell list
from pathfinder.
Rune
blade (Su): When preparing spells for
the day, the Valkyrie prays for their deity’s strength, and engraves magical
runes into a weapon of their choice. They can discharge their runes a number of
times per day equal to their level + their charisma modifier. Discharging a
rune is a swift action.
At 5th level, they can inscribe one rune of divine
power onto their weapon. Every 3 levels following, they can inscribe one
additional rune onto their weapon, to a maximum of 6 runes at 20th
level. They may learn additional runes through feats, but this does not
increase the number they can inscribe per day. For every rune inscribed on
their weapon, the weapon gains an additional +1 enhancement bonus. If the Valkyrie’s
rune blade has exhausted its power (all daily discharge uses consumed) then
they lose this enhancement bonus.
Runes:
Destructive rune:
Discharge the rune’s divine power, dealing 1d6 damage, plus 1d6 per two levels following to the enemy as divine energy. A successful will save halves this
damage. If the target is undead or an evil outsider, this damage increases to
1d8 per two levels.
Rune of fear:
Discharging the rune, the target is shaken for a number of rounds equal to the Valkyrie’s
level. At 11th level, they can choose to frighten the target
instead. At 14th level, they can choose to panic the target. This
works on undead in additional to living creatures. A successful will save
reduces the effect to being shaken for one round.
Banishing rune:
They can discharge their banishing rune to subject any summoned monster or
outsider to a banishment effect (will negates). If the creature is evil, they
take a -2 penalty to their save. A successful save negates the banishment.
Blast rune:
Discharge the rune’s power in a ray of holy light as a ranged touch attack,
dealing divine energy damage equal to their lay on hands dice. This acts as a
splash attack, exploding to adjacent creatures. A successful will save from the
target and the surrounding enemies halves the damage.
Concussive rune:
Discharge the divine power of the rune, stunning the enemy for 1 round (fortitude
negates).
Rune of
exsanguination: Discharging the rune, the enemy begins bleeding from the eyes,
nose, and mouth, taking 1d6 bleed damage for a number of rounds equal to the Valkyrie’s
level, and are sickened for the duration. A successful fortitude save negates
the sicken effect, and the continuous bleed effect. The initial bleed damage
still affects the target. This requires 8th level.
Confounding
rune: Discharging the rune, the target is confused for a number of rounds equal
to half the Valkyrie’s level. A successful will save negates the confusion. This
rune requires 8th level.
Rune of weakness:
The Valkyrie can discharge their rune to weaken the enemy struck, forcing them
to deal minimum damage with attacks, and take a -2 penalty to the DC of spells,
spell-like abilities, and supernatural abilities. At 16th level,
this becomes -4. A successful will save negates this effect. This rune requires
8th level.
Slowing rune:
Discharging the rune’s power, the target is subject to a slow effect, giving
them a -1 penalty to their AC, attack rolls, reflex saves, and their movement
speed is cut in half. In addition, they are staggered. This effect lasts a
number of rounds equal to the Valkyrie’s level. A successful will save negates
the slowing effect. This requires 8th level.
Rune of vulnerability:
The rune shatters the enemy’s mind and body, giving them a -2 penalty to saving
throws, spell resistance, and reduces any damage reduction they have by 5
points. This last for a number of rounds equal to the Valkyrie’s level. At 16th
level, this reduces damage reduction by 10 points, and saves/spell resistance
by 4. This requires 11th level or higher. A successful will save
negates the rune’s effects.
Rune of
blinding light: The rune explodes with blinding light, blinding the target for
1d4 rounds. If the target is evil, they are permanently blinded. A successful fortitude
save negates the blindness. This requires 11th level.
Stasis rune:
Discharge the rune’s power, immobilizing the target for 1d4 rounds (will
negates). They are immobile and cannot act, but they are not helpless. This
requires 14th level.
This replaces divine bond.
Aura
of Resolve (Su): At 8th level, a Valkyrie
is immune to charm spells and spell-like abilities. Each ally within 10 feet of
her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the Valkyrie is
conscious, not if she is unconscious or dead.
Grand
empowerment (Su): At 11th level,
the Valkyrie can grant one of her empowerments to all allies healed by channel positive energy using three uses
of lay on hands, instead of two.
This replaces aura of justice.
Aura
of Faith (Su): At 14th level, a Valkyrie's
weapons are treated as good-aligned for the purposes of overcoming damage
reduction. Any attack made against an enemy within 10 feet of her is treated as
good-aligned for the purposes of overcoming damage reduction.
This ability functions only while the Valkyrie is
conscious, not if she is unconscious or dead.
Aura
of Righteousness (Su): At 17th level, a Valkyrie
gains DR 5/evil and immunity to compulsion spells and spell-like abilities.
Each ally within 10 feet of her gains a +4 morale bonus on saving throws
against compulsion effects.
This ability functions only while the Valkyrie is
conscious, not if she is unconscious or dead.
Runic
avenger (Su): At 20th level, a Valkyrie
becomes a conduit for the power of her god. Her DR increases to 10/evil. When her
runic smite is active, she does not consume discharges of her rune blade while
using it. At all times, chaotic and evil creatures take a -2 penalty to saves
against her rune blade, allies can have two of the Valkyrie’s empowerments
instead of one, and can apply two empowerments when using lay on hands. Also,
she can apply one empowerment to channel positive energy for the normal two
uses of lay on hands, rather than three. In addition, whenever she channels
positive energy or uses lay on hands to heal a creature, she heals the maximum
possible amount.
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