Custom Pathfinder Class Archetype: Valkyrie (Paladin)

Paladin Class Archetype: Valkyrie
Picture from magic: the gathering - aegis angel

Rather than cleansing allies and focusing on a spirit to enhance their attacks, Valkyries are dedicated frontline fighters for good. Using runes granted by the heavens alongside their empowering abilities, Valkyries seek out evil and strike it down with unrelenting force. Valkyries are exclusively a female order of warriors.

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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