Author Topic: Valkyrie  (Read 173 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 8962
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Valkyrie
« on: August 02, 2018, 10:54:16 PM »
Valkyrie


HD:d8
Level Bab Fort Ref Will FeatureManeuvers KnownManeuvers ReadiedStances Known
1+1 + 2+0+2Valkyrie Body, Chooser of the Slain, Battle Maiden, +1 Str, +1 Cha321
2+2 + 3+0+3Purify Weird Soul, +1 Con421
3+3 + 3+1+3Sacred Phase, +1 Str431
4+4 + 4+1+4Temper Steel, +1 Cha531
5+5 + 4+1+4Angel of Death, +1 Con631
6+6 + 5+2+5Divine Assault, +1 Str642
7+7 + 5+2+5No Honor Equal, +1 Cha742
8+8 + 6+2+6Nibelung Valesti, +1 Con842
9+9 + 6+3+6To my side, my noble Einjeharl, +1 Str852
10+10 + 7+3+7Vallhalla awaits us, +1 Cha952
11+11 + 7+3+7Your sins lay heavily upon you, +1 Str, +1 Con1052
12+12 + 8+4+8Thief of the beloved, +1 Str, +1 Cha1063
13+13 + 8+4+8No Glory Greater, +1 Str, +1 Con1163
14+14 + 9+4+9Let it be engraved upon your Soul, +1 Str, +1 Cha1263
15+15 + 9+5+9If it's death you seek then death shall you have, +1 Str, +1 Con1273
16+16 + 10+5+10You only prolong your suffering, +1 Str, +1 Cha1374
17+17 + 10+5+10Draw your sword! Draw and die, +1 Str, +1 Con1474
18+18 + 11+6+11Soul Crush, +1 Str, +1 Cha1575
19+19 + 12+6+11A moment of pain for an eternity of rest, +1 Str, +1 Con1675
20+20 + 12+6+12Valkyrie Profile, +1 Str, +1 Con, +1 Cha1785
Skills:4+int modifier per level, quadruple at firt level, Class skills are: Appraise, Climb, Craft(any), Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Listen, Knowledge(any), Perform(any), Profession(any), Sense Motive, Spot, Survival, Swim

Proficiencies: Simple and Martial weapons, Light, Medium and Heavy Armor.

Features:
Valkyrie Body: The Valkyrie  loses all other racial traits and gains outsider traits (basically darkvision 60 feet). She's a medium sized creature with base speed of 30 feet.

In addition she gains a  Natural Armor bonus equal to her Cha mod.

Chooser of the Slain: The main task of the Valkyrie, seeking those that perished in violent conflict and rewarding them with more violent conflict. The Valkyrie can sense when humanoids die in combat in a radius of 1 mile per Valkyrie level and the respective direction and distance and their HD. As a fullround action she can select a humanoid corpse whitin 30 feet and check if they died in combat the last 24 hours. If they did, she can summon their soul and see/talk to them as if they were alive until she dismisses them as another fullround action or 24 hours passed from their death. They’re not bound to tell the truth or say anything at all, although the chance of becoming a warriof of the gods, thereafter refered as an Einherjar, may tempt them to do so. If the Valkyrie deems them worthy, with a 1-hour ritual they may send their soul to become a servant of a god of her choice. If her judgement was correct and the soul’s alignment matches the god’s, she’ll be rewarded with a cleric spell (or a dominion spell of said god) of a level up to half the Einherjar’s level with a range of personal of touch on herself, minimum necessary CL. If it had a duration other than instantaneous or permanent, it changes to 24 hours. The Valkyrie cannot maintain more such effects at a time than her Cha mod. Alternatively the Valkyrie may as a 2 hour ritual turn the soul into an Einherjar but bind them to herself as her servant provided they only have one level of a NPC class. The Einjeharl works as they did in life except they can count their HD/level as the Valkyrie's own for the purpose of resisting external harmful effects like a Blasphemy spell or a dragon's fear aura, plus if they end their turn more than 30 feet away from their Valkyrie they dissipate. The Valkyrie may summon them as a standard action in any adjacent empty square or dismiss them as an immediate action. If they would be “killed”, then they just dissipate and cannot be summoned again for another 24 hours. For now the Valkyrie may bind multiple such  Einherjars at a time up to her Cha mod, but only keep one out at a time and may send them to a god with another 1 hour ritual. Either way humanoids turned into Einherjars do not risk becoming undeads nor cannot be brought back to an independent life, although after 1d12 years of service they’ll be released of their duties and reincarnated. Some say the Valkyries themselves are “rewarded” with reincarnation after similar periods of service since their work is particularly stressful and may end with them starting to question their duty, thus their memories are sealed and let to live peaceful mortal lives when the gods are not at war.

(click to show/hide)

Battle Maiden: It takes a worthy warrior to recognize other worthy warriors. The Valkyrie picks two martial schools of her choice that include either longswords, shortbows, halberds or spears in their favored weapons and learns maneuvers and stances from them as shown in the table. She gains specific bonus if using such weapons with her maneuvers.
(click to show/hide)
Their favored skills become class skills for the Valkyrie. She can use her Cha score instead of the chosen school’s normal attribute. By spending a swift action then performing an Aid Another to one of her  Einherjars, the Valkyrie recovers all her expended maneuvers.

Ability Score Increase: The Valkyrie gains a permanent +1 to

Str at levels 1, 3, 6, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20
Con at levels 2, 5, 8, 11, 13, 15, 17, 19, 20
Cha at levels 1, 4, 7, 10, 12, 14, 16, 18, 20

For a total of +14 Str, +9 Con, +9 Cha at level 20.

Purify Weird Soul: Monsters that corrupt humanoids are a natural foe for the Valkyrie and she needs to know how to deal with them. At 2nd level if the Valkyrie or one of her  Einherjars kills/destroys a creature that was created from an humanoid like a Blue Slaad or a Ghoul, the body reverts to normal shape and their soul is released to the afterlife. In addition the  Valkyrie and her  Einherjars weapons gain a +1 magic enhancement to attack and damage rolls while they wield them. This bonus increases by another +1 at 5 HD and every other 5  HD thereafter.

Sacred Phase: As they perform their duty, a Valkyrie learns (some may say “remembers”) how to maintain a bigger escort at hand. At 3rd level the Valkyrie can maintain up to 2  Einherjars out at a time, as long as their combined ECL isn’t higher than her own Valkyrie level-2. She can summon or dismiss both as a single standard/immediate action respectively. In addition both the Valkyrie and her Einherjars gain SR equal to 11+ HD, which may be lowered or raised as a free action even if it isn’t her turn.

Temper Steel: A good sword can be further improved with the proper forging techniques, and so do Einherjars can become even greater with the proper training from a Valkyrie. At 4th  level the Vakyrie can forge her  Einherjar into stronger stuff at the rate of 1 Warrior level per hour of training, 1 Fighter level per two hours of training or one other level at the rate of 8 hours training. Either way she cannot increase an  Einherjar’s level to higher than her own-2. In addition both the Valkyrie and her  Einherjars gain DR/magic equal to ½ HD plus resistance to two elements of her choice equal to 1+HD. The resistances may be changed with 1 hour of training for everybody.

Angel of Death: Many consider the heavens to be the home of the gods and thus the valkyries should descend from above to choose the slain. Whetever that is true or not, the sky provides a great observation point.  At 5th level the Valkyrie gains feathery wings that grant her a flight speed equal to double her base speed with good maneuverability. As a move action she may convert her wings into a pair of floating shields that grant her a +2 Shield bonus +1 at 8 HD and every other 4 HD thereafter plus replicate a Magic Circle against (alignment of her choice, changeable each time this is used). When transforming her wings into shield, she may summon her  Einherjars as part of the same action inside the circle’s radius.

Divine Assault: When the war of the gods reaches the peak, even the Valkyrie shall join the frontlines, and thus she must train to fight along her chosen. At 6th level the Valkyrie can maintain up to 3 Einherjars and if she does so, 1/round if the Valkyrie or one of her  Einherjars attacks an enemy that had already been damaged by three others from the quarter this round, add the Valkyrie’s Cha mod to the attack and damage roll plus +3 to the DC (if any).

No Honor Equal: No other prize can be compared to be picked by a Valkyrie. At 7th level any spell effects gained from  sending  Einherjars to the gods with Chooser of the slain also benefit the Valkyrie’s personal  Einherjars. Doing this also leaves an unique feather from the Valkyrie behind as proof of the deed that permanently grants that spell to a non-Einherjar carrier but only if they’re blood related to the respective Einherjar, and no individual may benefit from more than once such feathers. Legend is that the power in one of such feather could be used to fuel unholy convenants, but it would take an heart filled with sorrow and hatred against the Valkyrie herself.

Nibelung Valesti: Valkyries are trained in all sorts of weapons, but the spear is special for them as the weapon used for the first humanoid war and also the last.  When faced against a truly worthy opponent, a Valkyrie can call forth a mythical spear crafted from all the past, present and future spear dreams.  At 8th level if the Valkyrie used Divine Assault in the previous round, the Valkyrie has her wings in shield mode and the targeted foe is still standing, as a fullround action she may turn back her wings to feathery mode, perform a basic move action, summon the Nibelung Valesti and and then make a basic attack with it that recharges all her maneuvers. It is a spear two size categories bigger than the Valkyrie herself that ignores all DR, regeneration and miss chances and cannot be disarmed but can only be used against the target of her last Divine Assault. If thrown, it does not automatically miss on a natural 1, ignores any adverse wind conditions (even magic ones like Wind Wall) and deals double damage (which does not stack with any other damage multipliers)  but then the effect ends.

To my side, my noble Einherjar: Veteran Valkyries are adept at keeping formation with their chosen ones. At 9th level the Valkyrie can call back her currently summoned Einherjars to any empty space adjacent to her as a free action (but no more than 1/round per Einherjars), and they can all make an extra number of Aoos per round equal to her Cha mod.

Vallhalla awaits us:  A Valkyrie and her personal Einherjars are more than welcome at most deity domains. At 10th level if the Valkyrie is killed in battle, she may offer one of her Einherjars she had summoned during that battle to a god to be instantly restored, but the limit of Einherjars she can maintain is reduced by 1 for the next 24 hours, stacking.

Your sins lay heavy upon you: Few things disgust a Valkyrie more than those that would try to escape death. At 11th level using Divine Assault on an opponent leaves them Exhausted (Fatigued if they would be immune), plus the Valkyrie and her personal Einherjars can inflict critical hits on undeads and constructs but reduce the critical multiplier by 1 against such opponents (in the case of x2 critical weapons, reduce it to +50% damage). In addition all their weapons benefit from a Ghost Touch effect while wielded by them. Against immortal creatures and/or creatures with exceptional lifespans, the Valkyrie and her Einherjars automatically threaten critical hits or ignore any immunity they may have against criticals as if they were undead.

Thief of the beloved: A Valkyrie is sadly aware that every mighty warrior they take is not only separating loved ones in this life but also beyond it. Even then she unintentionally inspires others to sacrifice themselves in battle for a chance to become Einherjars. At 12th level any living humanoid that can see the Valkyrie and considers her an ally, as a standard action they may declare their willingness to die in battle, gaining a +10 sacred bonus to all 1d20 rolls, AC and damage rolls for 5 rounds after which they die violently. No other creature may do so for the same Valkyrie while this effect lasts.The Valkyrie is then bound to turn such sacrifices into an Einherjar in the next 24 hours or lose all her Valkyrie abilities until receiving an Attonement. In addition a thief doesn’t linger around the crime scene, thus the Valkyrie learns how to use Plane Shift as a SLA 1/day per 6 HD, but only on willing targets.

No Glory Greater: After one has been chosen by the Valkyrie, there’s really no more desires to be fulfilled, only duty to perform. At 13th level the Valkyrie and her personal Einherjars benefit from a permanent Mindblank effect.

Let it be engraved upon your Soul: Even should you be lucky enough to survive a Valkyrie’s direct assault, rest assured your very spirit will be marked. At 14th level when the Valkyrie harms an enemy with her Nibelung Valesti, her  Einherjars also ignore the target’s miss chances, DR and regeneration plus the Valkyrie always knows the direction they are in (or if they are in another plane, which one).

If it's death you seek then death shall you have: A Valkyrie has only contempt for those who would use cheap tricks to cheat death. At 15th level when the Valkyrie and/or her Einherjars all gain a True Sight effect and when they kill/destroy a target target that had harmed either of them,  then they stay dead/destroyed and can’t be brought back to life for 1d12 centuries unless a Miracle and Wish combined effects are used, and even then they must wait 1d12 hours.

You only prolong your suffering: To be fighting a Valkyrie means fate itself is against you. At 16th level if an enemy would have an ill condition inflicted by the Valkyrie or her Einherjars removed by means other than ending by itself, then they take a penalty equal to the Valkyrie’s Cha mod to all 1d20 rolls for 1d12 rounds.

Draw your sword! Draw and die: A Valkyrie has no patience against those that are not ready for battle. At 17th level when an enemy draws any item, they provoke an Aoo from the Valkyrie and her Einherjars, ignoring any cover/concealment they had.

Soul Crush: All beauties pale before the sight of a Valkyrie in action, in particular when you’re the target. At 18th level enemies hit by the Valkyrie’s maneuvers take a -20 penalty to Cha that lasts for 24 hours. This cannot reduce their Cha below 1.

A moment of pain for an eternity of rest: Although the Valkyrie prefers those that would fight in the afterlife, she can eventually understand that some would like a break from the multiverse’s neverending cycle of violence. At 19th level 1/round the Valkyrie can have one of her Einherjars push themselves beyond their lives so they take an automatic 20 on any one 1d20 roll, but after that action is concluded they're released from all servitude and cannot be brought back.

Valkyrie Profile: At 20th level the Valkyrie has crafted her own legend and is known far and wide. Creatures with indifferent disposition or above that see her must make a Will save or be Charmed for 24 hours, while creatures Unfriendly or worst must make a Will save or be Frightened for 1 round then Shaken for 1d12 rounds, Shaken for 1 round even if they save. Either way the DC is 10+1/2 HD+Cha mod and making this save means they don't need to roll again for this ability for 1 hour. Even creatures that would be immune can be affected but they gain a +5 bonus on their saves. Creatures with half HD or less than the Valkyrie count as automatically failing their saves. Creatures with more HD than the Valkyrie never need to roll against this.

(click to show/hide)

(click to show/hide)

« Last Edit: August 07, 2018, 08:29:09 AM by oslecamo »

Offline RegalKain

  • Lurker
  • *
  • Posts: 33
  • I'm new!
    • View Profile
Re: Valkyrie
« Reply #1 on: August 03, 2018, 09:01:39 PM »
I love all things Norse Mythology, I was also a big fan of the Valkyrie Profile games, first though I realize it's just a typo, I think it's spelled Einherjar. But that's a very minor thing. On to the meat!

Valkyrie Body- It says they gain outsider traits, but doesn't actually seem to say if there is a type change. Maybe clear that up (Such as Outsider (Native)

The limitation on Chooser of the Slain, might make it difficult to see real-time play. That limitation being "Can collect freshly killed. Cannot collect any she or her allies killed. " this is obviously a campaign by campaign thing, but that might make it difficult for some Valkyries to ever fulfill their job. Maybe make it more difficult (Like a diplomacy check or something akin.) to turn someone you personally have slain, with a higher penalty for someone your allies have slain. (See it as a chance at Redemption.)

I'd also recommend making it so that they have a general knowledge of WHERE a person died. The way it reads, they can sense when a humanoid dies in combat, but it doesn't specify if they know the direction/location. While the Valkyrie does get Plan Shift at a later date, there is still no mention of knowing the location of a fallen/killed humanoid. Other then Sense, which is vague.

Angel of Death- I actually quite like this, and it makes me want to add another option or two to the winged creature template, I'll give it thought.

Battle Maiden- I'd strongly recommend changing Longsword's bonus to a maximum of 15-20 (Doesn't stack with other forms of improving critical threat.) As if someone plays it right/well, and gets an abnormally high Cha, they'll basically threaten a critical strike on every attack, or nearly every attack. Since right now it doesn't call out that it doesn't stack.

I personally think the chassis is super good. Maybe add a bit more of a buffer/supportive role though. Like a weaker or (comes online later) variant of Lay on Hands, but it only works on the Valkyrie or their einherjars. I feel like it'd be interesting to explore the possibilities of making it a battle field commander type, as that's usually how Lenneth was portrayed from what I remember of the first. I'll give it some more thought and see if I can come to a non-hamfisted way to do such.

No Honor Equal reads...in a very confusing way. Does this mean your Einherjars gain permanent spells even though you don't? So long as the person you sent was related to them by blood? Sorry I don't think I'm grasping how that's supposed to work well.

The way Divine Assault works, seems to require you to be running 3 Einherjars at least. As well as reading Sacred Phase, this means that a level 6th level Valkyrie has to have two level 1s, and a level 2 following the Valkyrie around. (6-2=4 Levels to split up between them.) Taking a level 1 into an ECL 6 encounter is tricky, and requiring all 3 of these companions to actively attack and damage the creature for Divine Assault to proc. (Unless I'm reading it wrong, as I said it doesn't seem to be worded super well.) I really, really like the concept though.

All in all it seems like it'd be fun, but it'd be tricky to play in a party. I'd honestly be super excited to see some options for a Valkyrie to have party members as Einherjars. As I think that'd be a very fun RP thing to do. That's all I can think of for now, other then obviously a few missing abilities, and missing text. (Such as Valkyrie profile being empty.) It'd be super cool to see this get worked on, and I'll certainly read it again here and there to better understand it, as well as help you work on it.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 8962
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Valkyrie
« Reply #2 on: August 03, 2018, 11:19:20 PM »
I love all things Norse Mythology, I was also a big fan of the Valkyrie Profile games, first though I realize it's just a typo, I think it's spelled Einherjar. But that's a very minor thing. On to the meat!
Typo should be fixed now.

Valkyrie Body- It says they gain outsider traits, but doesn't actually seem to say if there is a type change. Maybe clear that up (Such as Outsider (Native)
Like the other non-template monster classes, there's no type change per se. Valkyrie is both the class and base race, and they're an outsider that's not native to the material plane.

The limitation on Chooser of the Slain, might make it difficult to see real-time play. That limitation being "Can collect freshly killed. Cannot collect any she or her allies killed. " this is obviously a campaign by campaign thing, but that might make it difficult for some Valkyries to ever fulfill their job. Maybe make it more difficult (Like a diplomacy check or something akin.) to turn someone you personally have slain, with a higher penalty for someone your allies have slain. (See it as a chance at Redemption.)
Well most D&D campaigns should have no lack of people kicking the bucket in violent ways, but I can see your point so added a custom feat to allow a Valkyrie to try to convert their own victims in Einherjars.

I'd also recommend making it so that they have a general knowledge of WHERE a person died. The way it reads, they can sense when a humanoid dies in combat, but it doesn't specify if they know the direction/location. While the Valkyrie does get Plan Shift at a later date, there is still no mention of knowing the location of a fallen/killed humanoid. Other then Sense, which is vague.
Ups, could've sworn I had added something along those lines but seems like I completely forgot to actually write it. :blush

Now the Valkyrie knows the direction and distance of those killed in battle plus their HD.

Angel of Death- I actually quite like this, and it makes me want to add another option or two to the winged creature template, I'll give it thought.
Great, it was actually one of the first bits I added since I really love how Lenneth's wings transform. :D

Battle Maiden- I'd strongly recommend changing Longsword's bonus to a maximum of 15-20 (Doesn't stack with other forms of improving critical threat.) As if someone plays it right/well, and gets an abnormally high Cha, they'll basically threaten a critical strike on every attack, or nearly every attack. Since right now it doesn't call out that it doesn't stack.
Added anti-stacking clause. I think that should be enough, since the Valkyrie's still a bit MAD so she can't afford to only pump Cha plus it's still a just a longsword that must be held with both hands so even if you get a 10-20 crit threat it's still not exactly a dual lance ubercharger.

I personally think the chassis is super good. Maybe add a bit more of a buffer/supportive role though. Like a weaker or (comes online later) variant of Lay on Hands, but it only works on the Valkyrie or their einherjars. I feel like it'd be interesting to explore the possibilities of making it a battle field commander type, as that's usually how Lenneth was portrayed from what I remember of the first. I'll give it some more thought and see if I can come to a non-hamfisted way to do such.
I would say maneuvers can help cover that, in particular stuff like White Raven. Also I got a stronger impression of Lenneth being more of a frontline commander being closest to the enemy and being quite the hard hitter herself while being able to take hits herself. According to the wiki it seems like only in the sequel does she actually gets healing/support magic, but I know little about Valkyrie Profile 2.

Anyway suggestions welcome, I personally think the class is already quite packed between minions and maneuvers and one ability at every level but we can always do some ACF/feats to cover different angles.

No Honor Equal reads...in a very confusing way. Does this mean your Einherjars gain permanent spells even though you don't? So long as the person you sent was related to them by blood? Sorry I don't think I'm grasping how that's supposed to work well.
It's supposed to be two separate effects. The spell gained by sending an Einherjar is shared by the Valkyrie and her personal Einherjars, plus you get the feather that grants a permanent buff but should only work for a non-Einherjar that is blood related to the Einherjar you sent to get the spell. Cleaned the text a bit, should be clearer now.

The way Divine Assault works, seems to require you to be running 3 Einherjars at least. As well as reading Sacred Phase, this means that a level 6th level Valkyrie has to have two level 1s, and a level 2 following the Valkyrie around. (6-2=4 Levels to split up between them.) Taking a level 1 into an ECL 6 encounter is tricky, and requiring all 3 of these companions to actively attack and damage the creature for Divine Assault to proc. (Unless I'm reading it wrong, as I said it doesn't seem to be worded super well.) I really, really like the concept though.
ECL (Effective Challenge Level) is not calculated as a simple sum. Two lv1s would have an ECL of 2, add in another level 2 and you get +2 ECL for ECL 4... Ok, I guess for low level it works like the sum. But a Valkyrie 10 could have ECL 8, meaning, say, two lv4 (ECl 6) plus a lv6 (ECL 6) would be ECL 8.

Of course you also need to take in account the Valkyrie grants multiple buffs to her Einherjars like Temper Steel, Sacred Phase, Angel of Death, No Honor Equal that'll make them fight above their apparent levels, plus the Valkyrie herself can be the one helping set up a Divine Assault for one of the Einherjars to deliver the buffed attack. And that's before taking in account another party member may be a group buffer themselves, throw in a Bard and those lv1s become a lot more dangerous.

Also added an extra buff to Chooser of the Slain that Einherjars can count their HD/level as the Valkyrie's own in order to resist effects like Blasphemy and whatnot.

All in all it seems like it'd be fun, but it'd be tricky to play in a party. I'd honestly be super excited to see some options for a Valkyrie to have party members as Einherjars. As I think that'd be a very fun RP thing to do. That's all I can think of for now, other then obviously a few missing abilities, and missing text. (Such as Valkyrie profile being empty.) It'd be super cool to see this get worked on, and I'll certainly read it again here and there to better understand it, as well as help you work on it.

Great idea about PCs as Einherjars, added a spoiler for that at the end of Chooser of the Slain. Basically they get to ignore the level limit and come back faster but count towards how many Einherjars the Valkyrie can keep out and must be kept summoned over other Einherjars.

And yes, more help to further polish this would be most welcome. :)

Also wrote down something for the 19th and 20th level abilities.

Offline RegalKain

  • Lurker
  • *
  • Posts: 33
  • I'm new!
    • View Profile
Re: Valkyrie
« Reply #3 on: August 05, 2018, 10:57:32 PM »
Thanks for clearing things up, the ECL bit makes a lot more sense I suppose at higher levels, it just felt initially like it'd be challenging at earlier levels. Which is fine honestly, as they are already a powerful early game class/race.

Something to note. The ability "If it's death you seek then death shall you have:" with the Feat, they clash directly, maybe make it so that if they have Valkyrie of Sorrow, then "If it's death you seek then death shall you have" doesn't make it so they need a wish/miracle to come back, but they can only come back if they are in service to the valkyrie. (That could actually be an interesting side bit/ RP thing.) Make it sort of a pact, if they valkyrie/einherjars kill the enemy, it works as normal, if they are a Valkyrie of Sorrow, they can bargain with the person, allowing them to trade service to the valkyrie for the ability to be brought back sooner than normal. Sort of a redemption type of shtick, I dunno mechanically they clash as they are written now. :)

I honestly sometimes completely forget Manuever's are a thing, because of how often I use Spheres of Might and almost never get to use/touch Tome of Battle, I'll think of some ACFs that might work though that we can hammer out together, it might take me some time, got a bunch of IRL stuff going on.

The capstone isn't bad, I'll try to think of something else that might be granted at 20 that feels super epic as well. Since very few (At least of my own campaigns.) actually reach level 20.

Soul Crush and the Feat synergize wierdly perfectly actually. In that, a level 18 Valkyrie is going to absolutely destroy their Charisma, and make the Valkyrie of Sorrow check much easier, I dunno if that's intentional now or not, but I think it could be left in, seeing as it's such a late level/game thing.

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 8962
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Valkyrie
« Reply #4 on: August 07, 2018, 08:29:19 AM »
Thanks for clearing things up, the ECL bit makes a lot more sense I suppose at higher levels, it just felt initially like it'd be challenging at earlier levels. Which is fine honestly, as they are already a powerful early game class/race.

Something to note. The ability "If it's death you seek then death shall you have:" with the Feat, they clash directly, maybe make it so that if they have Valkyrie of Sorrow, then "If it's death you seek then death shall you have" doesn't make it so they need a wish/miracle to come back, but they can only come back if they are in service to the valkyrie. (That could actually be an interesting side bit/ RP thing.) Make it sort of a pact, if they valkyrie/einherjars kill the enemy, it works as normal, if they are a Valkyrie of Sorrow, they can bargain with the person, allowing them to trade service to the valkyrie for the ability to be brought back sooner than normal. Sort of a redemption type of shtick, I dunno mechanically they clash as they are written now. :)
Ups, just added a clause to Valkyrie of Sorrow allowing them to ignore their own ability. Helping others come back to normal life is kinda what the Valkyrie is trying to prevent. :p

I honestly sometimes completely forget Manuever's are a thing, because of how often I use Spheres of Might and almost never get to use/touch Tome of Battle, I'll think of some ACFs that might work though that we can hammer out together, it might take me some time, got a bunch of IRL stuff going on.
That's too of us. Summer vacation? What's that?

The capstone isn't bad, I'll try to think of something else that might be granted at 20 that feels super epic as well. Since very few (At least of my own campaigns.) actually reach level 20.
Yeah, I admit the current version's kinda lackluster that I did in a rush. And now I've got the idea of a Valhalla General option where the Valkyrie gets to deploy more servants to send in missions as well as being able to learn abilities from those she sent to the gods, but don't really have the time to write it properly right now.

Soul Crush and the Feat synergize wierdly perfectly actually. In that, a level 18 Valkyrie is going to absolutely destroy their Charisma, and make the Valkyrie of Sorrow check much easier, I dunno if that's intentional now or not, but I think it could be left in, seeing as it's such a late level/game thing.
Not planned but is pretty cool synergy and late game so yeah I'll leave it.

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

From what I've seen around the web lots of people running gestalt campaigns with a monster class in one side (including some of mine hahaha), and all the scaling HD effects kinda become a lot stronger in those. So at the top of my head, make all the HD scaling effects tied to the respective monster levels only.

Offline RegalKain

  • Lurker
  • *
  • Posts: 33
  • I'm new!
    • View Profile
Re: Valkyrie
« Reply #5 on: August 08, 2018, 01:45:16 PM »

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

From what I've seen around the web lots of people running gestalt campaigns with a monster class in one side (including some of mine hahaha), and all the scaling HD effects kinda become a lot stronger in those. So at the top of my head, make all the HD scaling effects tied to the respective monster levels only.

Yeah, we use a Half-Gestalt thing basically. If you use a Monster class (Or two monster classes.) that side is your primary side, and you have to take BAB/Saves/STat Boosts from that side only. The rule came into play when I made a Troll/Wartroll // Titanic Creature that had like a 38 Str by level 7 or 8. We agreed that double stat boosting was way to strong, and if you make it so you can only get certain stats each level. (Str/Con doesn't stack since it's the same bonus each time.) You just find a monster class with decent abilities that gives Dex/Wis instead, makes it so that you can be super MAD. So basically like if you are going say Troll//WingedCreature, Troll is your primary, and you don't get the attribute boosts that Winged Creature gives you. (You still get the better of your skill points, gain all skills as class skills of both classes.) As well as all abilities as normal. Made for a lot more balanced and reasonable characters, but we also play High OP so it's balanced for us.


Also, I haven't had a summer vacation in over a decade, I miss the simple days of school.   :lmao
« Last Edit: August 08, 2018, 01:48:56 PM by RegalKain »

Offline CDTalmas

  • Member
  • **
  • Posts: 76
  • I'm not new any more!
    • View Profile
Re: Valkyrie
« Reply #6 on: August 12, 2018, 12:38:31 PM »
Can I first say......... SWEET! I put in this request before the old forums became the new :) So happy to see! I have my own game coming up in a couple of hours that I need to plan for, but I'll make a quick note:
The limitation on Chooser of the Slain, might make it difficult to see real-time play. That limitation being "Can collect freshly killed. Cannot collect any she or her allies killed. " this is obviously a campaign by campaign thing, but that might make it difficult for some Valkyries to ever fulfill their job. Maybe make it more difficult (Like a diplomacy check or something akin.) to turn someone you personally have slain, with a higher penalty for someone your allies have slain. (See it as a chance at Redemption.)
This is definitely correct throughout the games. Lenneth/Valkyrie has had to kill the warriors whose souls she collected (Jelanda, Jun, Lorenta, and Gandar are all prime examples).