ValkyrieHD:d8
Level | Bab | Fort | Ref | Will | Feature | Maneuvers Known | Maneuvers Readied | Stances Known |
1 | +1 | + 2 | +0 | +2 | Valkyrie Body, Chooser of the Slain, Battle Maiden, +1 Str, +1 Cha | 3 | 2 | 1 |
2 | +2 | + 3 | +0 | +3 | Purify Weird Soul, +1 Con | 4 | 2 | 1 |
3 | +3 | + 3 | +1 | +3 | Sacred Phase, +1 Str | 4 | 3 | 1 |
4 | +4 | + 4 | +1 | +4 | Temper Steel, +1 Cha | 5 | 3 | 1 |
5 | +5 | + 4 | +1 | +4 | Angel of Death, +1 Con | 6 | 3 | 1 |
6 | +6 | + 5 | +2 | +5 | Divine Assault, +1 Str | 6 | 4 | 2 |
7 | +7 | + 5 | +2 | +5 | No Honor Equal, +1 Cha | 7 | 4 | 2 |
8 | +8 | + 6 | +2 | +6 | Nibelung Valesti, +1 Con | 8 | 4 | 2 |
9 | +9 | + 6 | +3 | +6 | To my side, my noble Einjeharl, +1 Str | 8 | 5 | 2 |
10 | +10 | + 7 | +3 | +7 | Vallhalla awaits us, +1 Cha | 9 | 5 | 2 |
11 | +11 | + 7 | +3 | +7 | Your sins lay heavily upon you, +1 Str, +1 Con | 10 | 5 | 2 |
12 | +12 | + 8 | +4 | +8 | Thief of the beloved, +1 Str, +1 Cha | 10 | 6 | 3 |
13 | +13 | + 8 | +4 | +8 | No Glory Greater, +1 Str, +1 Con | 11 | 6 | 3 |
14 | +14 | + 9 | +4 | +9 | Let it be engraved upon your Soul, +1 Str, +1 Cha | 12 | 6 | 3 |
15 | +15 | + 9 | +5 | +9 | If it's death you seek then death shall you have, +1 Str, +1 Con | 12 | 7 | 3 |
16 | +16 | + 10 | +5 | +10 | You only prolong your suffering, +1 Str, +1 Cha | 13 | 7 | 4 |
17 | +17 | + 10 | +5 | +10 | Draw your sword! Draw and die, +1 Str, +1 Con | 14 | 7 | 4 |
18 | +18 | + 11 | +6 | +11 | Soul Crush, +1 Str, +1 Cha | 15 | 7 | 5 |
19 | +19 | + 12 | +6 | +11 | A moment of pain for an eternity of rest, +1 Str, +1 Con | 16 | 7 | 5 |
20 | +20 | + 12 | +6 | +12 | Valkyrie Profile, +1 Str, +1 Con, +1 Cha | 17 | 8 | 5 |
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.
There is a special relation between a close group of adventurers, and thus a Valkyrie can turn dead fellow PCs into a personal Einherjar which don't count towards her personal Einherjar level limits(including not counting towards the ECL limit of Sacred Phase), although they count against how many Einherjars a Valkyrie can keep out and the Valkyrie cannot turn more PCs into Einherjars than she can keep summoned at a time. She must keep them summoned at all times (and if they would dissipate the Valkyrie must prioritize summoning them back as soon as possible), the player retains control of their PC and the Valkyrie can never sacrifice/send them to afterlife for any effect unless both players are willing. If they get killed, they can be summoned again in just 8 hours during which the Valkyrie can summon "normal" Einherjars in their place. Should the Valkyrie perish, any Einherjar PCs will remain and still benefit from all Einherjar bonus, but must remain whitin distance of the Valkyrie's remains, being summoned back adjacent to them at the start of the next round should they stray too far.
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, up to a level equal to half her IL, rounded up. She gains specific bonus if using such weapons with her maneuvers.
Longsword»If held with both hands, add the Valkyrie’s Cha mod to critical threat and confirmation rolls. This does not stack with any other abilities that improve a weapon's critical threat range.
Halberd»If enemy hit, can make a Trip with no need of an extra attack roll nor causing attacks of opportunity and adds Cha mod to the trip check.
Shortbow»Can use melee-only single target maneuvers at range and Str for to-hit roll.
Spear»Double spear melee reach for the duration of the maneuver.
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 either released to the afterlife or can be made to hang near the Valkyrie to be made into an Einherjar through the usual means after the battle is over. 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 (total) 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+ Valkyrie's 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 (total level)-2. In addition both the Valkyrie and her Einherjars gain DR/magic equal to ½ Valkyrie's HD plus resistance to two elements of her choice equal to 1+Valkyrie's 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). In addition the Valkyrie can now send her companions at greater distances at the expense of their power, allowing to maintain her Einherjars as far away as 300 feet whitout dissipating as long as their combined ECL isn’t higher than her own Valkyrie (total) level-4 or no distance limit as long as their combined ECL isn’t higher than her own Valkyrie (total) level-6.
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.
Only had the chance to actually play a bit from Valkyrie profile many years ago but I liked quite a lot of what I saw. Surprising that there’s no more games like that.
Anyway tried to keep it as mythology neutral as possible while doing some unholy hybrid of necromancer/summoner/initiator/angel as talked about in the request list.
Tried to go for full 20 levels but ended up running a bit dry at the end. However posting anyway since the core stuff supposed to be mostly there.
So if you want to play a winged outsider soul collector, the Valkyrie’s for you!