Valkyrie (BD) (3.5e Class)
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Warriors of the sky and ground, the Valkyrie holds his ground in combat with powerful trusts and slashes, and a powerful Jump attack that allows for field control.
Creative Clause: This version of the Valkyrie is based on the Class from the Square Enix Game Bravely Default. I DO NOT take credit for the creation of the class, I am only using what is made to make a class for D&D. Once again, I DO NOT take credit form making the Valkyrie.
Making a Valkyrie
With powerful melee attacks, long reach of his Jump attack, ability to wear armor and large HP pool, the Valkyrie can survive the front lines. However, it lacks many long range attacks, and it's attacks often tend to leave it open for other attacks.
Abilities: Strength, Dexterity, and Constitution are a must. The mental stats aren't as needed, only for it's skills.
Races: Most races can become a Valkyrie. Races that don't, however, are usually ones that are more focused on stealth combat, such as Drow.
Starting Gold: 10d8x6 gp.
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Crescent Moon, Power Grip|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Valkyrie.
Weapon and Armor Proficiency: A Valkyrie is proficient with all Simple and Martial weapons, except for non-throwable ranged weapons, such as bows and slings. They are also proficient with all types of armor and shields, save for Tower Shields.
Crescent Moon: Aside from their Jump, a Valkyrie is adapt at powerful attacks. If wielding a polearm weapon, such as a Halberd, Lance, or even a Quarterstaff, the Valkyrie can spin in a circle where he stands, dealing his basic melee damage to all allies and enemies in the surround eight spaces. However, due to the obvious signalling of the attack, enemies in melee range are allowed an Attack of Opportunity, and Allies a Reflex of DC 10 to duck under the weapon. If wielding a one handed weapon and a shield in the other, the Valkyrie may do the same attack, but with a +2 to his AC against the Attacks of Opportunity, and his allies have a Reflex DC 8. A Valkyrie cannot use Crescent Moon if he is wielding a Lance in one hand and a shield in the other.
Power Grip: A Valkyrie uses special training to wield two handed weapons in one hand. This allows them to wield a shield in their off hand, yet cannot use it to make a Shield Bash attack. Weapons wielded by Power Grip do not confer a penalty on melee attacks, yet bestow a -4 Penalty on Grapple checks and combat maneuvers involving the weapon.
Jump: As a full round action, the Valkyrie may leap high into the air. At 2nd level, he may only jump half of his highest movement speed in feet into the air, and move around the field as if his speed was twice that of his Base Land Speed (Example: Human Valkyries jump 15ft high, and 60ft long). While wielding a one handed weapon, including one being held by Power Grip, deals it's base damage + twice the Valkyrie's Strength Mod; While wielding a polearm-like weapon in two hands, the attack deals it's base damage + triple the Valkyrie's Strength Mod. Both attacks, however, deal an additional 1d6 damage for every 15ft the Valkyrie jumped to reach his target. No matter what, the Valkyrie always triggers an Attack of Opportunity when he: starts the Jump, if he passes through a space of a flying enemy he is not attacking, and enemies on the ground near the target he is attacking. If attacked in the air, and the attack is successful, the Valkyrie is knocked to the ground, takes lethal falling damage proportional to the height, and is knocked prone. The attack uses the Base Attack Bonus, Dex Mod, and his total score in Jump (Acrobatics) to hit, along with bonuses from spells like True Strike and favorable winds and heights, and takes penalties from ill favored wind and heights, and spells like Bane.
Spear Lore: Once at 3rd level, the Valkyrie's training with spears shows. The Valkyrie gains Weapon Focus and Weapon Specialization for a polearm of his choice.
Judgement: At 4th level, the Valkyrie begins to show more of his ruthless combat style. As a full round action that provokes an Attack of Opportunity, the Valkyrie makes a power attack against once target. If it connects, Judgement deals two times the damage rolled if the Valkyrie is wielding a weapon in one hand, and three times the damage rolled if he is wielding a lance in both hands.
Spirit Strike: An offshoot of his skills, the Valkyrie gains the ability to deal damage to the mental abilities of his enemies. When attacking, the Valkyrie does not deal damage, however they randomly remove a prepared spell or spell per day from the mind of a spellcaster. A Valkyrie may choose a level of spell equal to his own Mental Modifier that is correspondent of the spellcaster (Example: A Valkyrie with a CHA mod of 3 attacking a Sorcerer can destroy a spell per day from 0 to 3, chosen at random on a d%). If the Valkyrie attacks a spell that does not have any slots left, then the attack defaults to one lower spell level, and if that does not have a slot, the attack fails.
Jump Amplification: Through his training and his experience in combat, the Valkyrie's Jumping skills have grown. Now, the Valkyrie can jump his full Base Land Speed into the air, and now 1.5x his Base Land Speed in length. He deals the same damage with both weapons, and now no longer triggers an Attack of Opportunity from enemies near the Valkyrie when he starts the attack.
Decimate: As a show of power, the Valkyrie can attempt a full round action to perform a killing blow. This attack, however, also provokes an Attack of Opportunity from those around the Valkyrie, and not the one that is being targeted. If the target has less that 10% of his health left, the target must make a Fort DC equal to the 10 + Damage dealt. If the target fails, it dies. if it succeeds, the target is immune to the effects of the Valkyrie's Decimate for 24 hours.
Weightless: Maneuvering around in armor for so long, it soon becomes like a second skin. The Valkyrie ignores all Armor Check Penalties, and no longer takes an Armor Penalty while using his Jump attack. Also, he increases the Dex Bonus on all weapons and shields by 2.
Altitude Jump: The Valkyrie, training more and more, is now able to jump in height equal to his length. Also, he now ignores the first Attack of Opportunity from an aerial target. He still provokes Attacks of Opportunity from more than one aerial creature.
Rending Attacks: Once at 12th level, the Valkyrie ignores the targets Shield AC and an additional 2 points of Armor AC while using his Jump attack. With normal attacks, he ignores 2 points of armor class.
Soul Mates: The bonds of the Valkyrie and his allies grown. Whenever an ally is knocked into negative health, even when killed, the Valkyrie goes into a slight rage. While this does not count towards Rage feats or the like, the Valkyrie gets +4 to hit and damage for as long as the ally is down. If multiple allies are down, the effect stacks. When an ally is brought back, he loses the bonuses. After the last ally is brought back, meaning the Valkyrie does not have the Soul Mates bonuses, the Valkyrie is considered fatigued for a number of rounds equal to the number of rounds the Valkyrie was in Soul Mates rage.
Sky High: Now at 14th level, the Valkyrie is much more adapt at using his Jump. When the Valkyrie ends his Jump attack, he may also attack creatures adjacent to the target, using the shock wave to divert the power. The Valkyrie still takes Attacks of Opportunity from creatures that are not being attacked.
Waxing Crescent: Once at 16th level, the Valkyrie's Crescent Moon attack now deals double the damage to both enemies and allies alike. They still provoke an Attack of Opportunity from enemies in melee range.
Waning Crescent: Once at 18th level, the Valkyrie no long provokes an Attack of Opportunity from enemies in melee range while using Waxing Crescent.
Swift Death: At 19th level, when the Valkyrie using Decimate, the Valkyrie no long provokes an Attack of Opportunity. Also, the DC changes to 20 + Half of the Valkyrie's level + Damage Dealt.
Super Jump: The Valkyrie reaches the pinnacle of his power. Once at 20th level, the Valkyrie no longer triggers Attacks of Opportunity while using his Jump attack at any point in the attack. He may now jump four times Base Land Speed in height and Length. He deals triple damage with one handed weapons, and quadruple damage when wielding a lance in two hands. He also deals additional damage equal to Xd8, X being the total distance from the Valkyrie and the target when he jumped, in 10ft intervals.
6 + Int modifier skill points per level.
Sky Skewer: At 23rd level, when the Valkyrie jumps, and there is a flying creature in his way to his target, the Valkyrie may also attack the aerial creature as well, which does not provoke an Attack of Opportunity. Also, if the creature is flying through physical means, such as wings, they must make a Balance check of DC 30 + the Valkyrie's Strength Mod or fall.
Final Valor: At 29th the Valkyrie may attack the battlefield with his very soul. Jumping into the air ten times his base land speed, he lands with his weapon end down into the ground, creating a massive shock wave of pure force. The Valkyrie deals Xd12 damage, X being the his Base Land Speed times ten, dividing the total by two. This attack damages all allies and enemies currently on the ground when the attack hits. All targets are allowed two Reflex saves. The first of DC 20 + Valkyrie Levels + His STR Mod to jump off the ground to avoid the attack. If they fail, they must make a Reflex save of DC 20 + Valkyrie Levels + His DEX Mod. If they succeed, they take half damage. The attack places such great strain on the Valkyrie's body, that when the attack is over, the Valkyrie is instantly knocked unconscious, rendering helpless and prone. He recovers this non-lethal damage at a rate of 5 + his CON Mod per round. Once this attack is used, whether it connects or not, the Valkyrie may not use attack more than once per day.
Human Valkyrie Starting Package
Weapons: Halberd, Swordsword.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack.
Bonus Feats: Endurance.
Gear: Breastplate, Heavy Steel Shield, bedroll, Lantern, pint of oilx4, flint&tinder, firewoodx2, waterskin, whetstone, backpack.
Gold: 10d8x6 gp.
Playing a Valkyrie
Religion: Unlike the Valkyrie of the god Odin, this Valkyrie is not linked to a set religion, or any religion, for that matter. A Valkyrie worships as they please, worshiping gods and goddesses of war, battle, skies, avian creatures, and the likes.
Other Classes: A Valkyrie tends to get along very well with his allies in the front line, and even more so with the ones who can heal him during or after combat. Rangers and spellcasters are also on his friendly list, as it covers a major weakness of his.
Combat: Heavy hitting and damage absorbing, the Valkyrie wades into combat. His Jump attack is the only ranged weapon he has, and magic is nonexistent for a Valkyrie.
Advancement: Some Valkyries advance to Barbarians (for the Rage ability for damage output), Fighters (For Feats), or Clerics (For healing).
Valkyries in the World
|“||The skies and the land make my home, and they both make the graves of those who stand in my way!||”|
|—Rorik, Half-Dragon Valkyrie|
Notables: Rorik, Half-Dragon Valkyrie.
Organizations: Valkyries can be found in many different organizations, filling in for Fighters.
NPC Reactions: Based on their reputation, a Valkyrie can be looked in the light of favor or the light of disgust.
Characters with ranks in Knowledge (Local) can research Valkyries to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Valkyrie fight with powerful melee attacks.|
|10||The Valkyrie's Jumping attack is rumored to make shockwaves when it hits the ground.|
|15||Some Valkyrie are known to kill enemies with single strikes, no matter how powerful they are.|
|20||-Info on a specific Valkyrie-.|