Viking, 2nd Variant (3.5e Class)
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Savage axes, walls or shields, ships with dragon heads. All part of what makes a Viking a Viking. On the field of battle a viking is a worthy adversary, but at home a caring parent and skilled and hard worker.
Making a Viking
Abilities: Strength and Dexterity are the most important abilities, even Constitution is also important. Wisdom, Intelligence and Charisma can make for more cunning Vikings..
Races: This class is mostly for Æskmann, even if Hyborians, and rare seafaring Dwarves, Picts and Nadir can be possible as well.
Alignment: Any, vikings have many laws in there homelands and fight with the ferocity of the northwinds it's self. making them tend toward Lawful but the Berserk are savage and uncontrollable beasts of a warrior. making Vikings have any and all alignments. Though those that are evil vikings are frowned upon they can still make powerful warriors which makes them viking non the less.
Starting Gold: starting gold; 5d4×10 gp (120gp).
Starting Age: Simple, Vikings train in the arts of war from a young age and continue through out their whole lives..
|Saving Throws||Defense Bonus||Special|
|1st||+1||+2||+0||+0||+4||Sea Legs, Improved Feint|
|4th||+4||+4||+ 1||+1||+4||Evasion. plus 1 to ac if wearing light or med armor|
|5th||+5||+4||+1||+1||+4||Low Blow +1d6|
|6th||+6/1||+5||+2||+2||+6||Improved Uncanny Dodge. plus 1d6 to damage when she is useing any type of axe or war axe|
|8th||+8/3||+6||+2||+2||+6||Trap Sense +1|
|9th||+9/4||+6||+3||+3||+6||Raven. Battle cry|
|10th||+10/5||+7||+3||+3||+6||Low Blow +2d6|
|12th||+12/7/2||+8||+4||+4||+8||Acrobatic Charge, Trap Sense +2|
|13th||+13/8/3||+8||+4||+4||+8||Damage Reduction 3/—, Greater Rage|
|15th||+15/10/5||+9||+5||+5||+8||4/day Rage, Low Blow +3d6|
|16th||+16/11/6/1||+10||+5||+5||+10||Improved Evasion, Trap Sense +3|
|17th||+17/12/7/2||+10||+5||+5||+10||Improved Low Blow|
|19th||+19/14/9/4||+11||+6||+6||+10||Damage Reduction 5/—, 5/day Rage|
|20th||+20/15/10/5||+12||+6||+6||+12||Low Blow +4d6, Trap Sense +4, Call of the gods|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Viking.
Weapon and Armor Proficiency: Vikings are proficient with all Simple and Martial weapons, with Light and Medium armor, and with shields excluding tower shields.
Vikings are trained from a very young age to fight, because of that they are experts of battle. add the defense bonus to AC, a Viking loses this bonus if he is flat-footed, or unconscious.
Sea Legs (Ex)
At 1st level, a Viking has spent so much time on a rocking boat that she gets a +3 inherent bonus to balance checks and a +2 on saves to avoid being knocked prone or to stay upright on an undulating surface.
At 1st level, Vikings gain Improved Feint as the feat, even if they do not meet the requirements. This allows characters to feint in combat as a move action rather than a standard action.
Uncanny Dodge (Ex)
Starting at 2nd level, a Viking can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Viking already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
A Viking can fly into a rage a certain number of times per day. In a rage, a Viking temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Viking’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Viking cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Viking may prematurely end his rage. At the end of the rage, the Viking loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 18th-level Viking, at which point this limitation no longer applies; see below). A Viking can fly into a rage only once per encounter. At 3rd level he can use his rage ability once per day. At 7th level and every four levels thereafter, he can use it one additional time per day (to a maximum of five times per day at 19th level). Entering a rage takes no time itself, but a Viking can do it only during his action, not in response to someone else’s action.
At 4th level and higher, a Viking can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the viking is wearing light armor medium armor or no armor. A helpless viking does not gain the benefit of evasion.
At 5th level or higher, if a Viking successfully feints against an opponent, any attacks she makes in the same round deal an extra 1d6 damage. This damage increases by 1d6 every five levels. If a Viking can attack multiple times in the same round, the damage is applied to each attack separately.
Improved Uncanny Dodge (Ex)
A Viking of 6th level or higher can no longer be flanked. This defense denies an enemy the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does Viking. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Trap Sense (Ex)
Starting at 8th level, a Viking gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four Viking levels thereafter (12th, 16th, and 20th level). Trap sense bonuses gained from multiple classes stack.
At 9th level or higher, a Viking can summon a raven that scouts for him.
A player may use a battle cry as a standard action to try to make enemies within 50ft run as though feared. Enemies must make a will save of ten plus the player's level to not be affected. For example enemy must get a 19 or more to beat the battle cry when the player is level 9
Greater Rage (Ex)
At 13th level, a Viking’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Improved Evasion (Ex)
Starting at 16th level, this ability works like evasion, except that while the Viking still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Viking does not gain the benefit of improved evasion.
Improved Low Blow
At 17th level and higher, a Viking can feint as a free action once per round. This means, among other things, that a viking can make a full attack action and apply her low blow damage to every attack involved.
Tireless Rage (Ex)
At 18th level and higher, a Viking no longer becomes fatigued at the end of his rage.
Call of the gods
At 20th level a Viking gains the power of the gods. Choose between Thor, Odin, Loki, Sif, or Heimdall. you can not change the path once you chose.
Thor: your weapon is infused with the power of thor, it deals an extra 6d6 lightning damage and can be thrown up to 30ft and returns to you on your next turn.
Odin: you are gifted with the wisdom of the allfather, you have a +20 on all perception rolls, and can summon two incorporeal clones of himself. The clones act on their own turn with your initiative.(these clones can not benefit from The call of the Gods feature)
Loki:you are a master trickster, you are able to use dimension door,blur, and mirror image as a spell-like-ability 3 times per day
Sif: You are imbued with the power of war, while you activate this ability you take no damage from non-magical weapons, and have a +10 to your base attack bonus.
Hemdall: You channel the all seeing powers of Heimdall, you gain true sight for the duration of this ability, and all allies within 30ft of you have a +10 to AC.
Call of the gods lasts for 1 hour (unless stated other wise, like with Loki's) when that one hour is up, you pass out from the divine power coursing through you, you wake up 3 hours later with the benefits of a short rest. You can only use this feature once per day.
If a viking is cast out by either his earl, king, or elders. He becomes and ex-Viking. He retains all class features but he can no longer progress in the Viking class. He may become Viking again by atoning for what he did, weather that means taking a treasure hold single handed or killing an earl in combat and gaining his title.
Playing a Viking
Religion: they worship the Æsir Pantheon, but most of all Njordr and Ægir (marine gods), as well as Thor and Freyr.
Other Classes:Vikings fit most with Skalds, who are their faithful companions of adventures and the recorders of their feats. They appreciate Healers and even Ranger or Rogues, for their peculiar ability. Barbarians and Fighters are as well valuable allies. They tend to mistrust arcane classes and even divine classes, for their powers.
Combat: Typically fighting in small groups and war bands, a Vikings is just as dangerous alone. Corner a beast and it will bear its fangs.
Vikings in the World
|“||Just stories, all things start and end as just stories.||”|
Daily Life: Most days Vikings are simple farmers and merchants, but in the summers they sail south or even to other planes like the material plane to find new treasures or to raid old grounds.
Notables: Ragnar Lothbrok, Bjorn Ironsides, Ivar The Boneless, Leif Erikson.
Organizations: Most vikings in the world live in the north along the coast, congregating into villages controlled by an earl(jarl)
NPC Reactions: NPC's outside of the viking's home lands are terrified of them. They are referred to as northmen in hushed voices. NPC's in the lands of the vikings treat them as honored hero's and with utmost respect.
Characters with ranks in Knowledge (Geography) can research Vikings to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Vikings are terrible and merciless pirate in the North Sea.|
|10||Vikings can sail quickly and arrive unexpected with their Drakkar ships, so that they favour surprise attacks. They seed great fear into ennemies.|
|15||Vikings are cunning navigators and they can reach also very far lands, in search for booty or revenge. They are also good farmers and praise family.|
|20||Vikings are divided in several warbands, chiefdoms and fiefs, so that it can be possible to take advantage of this.|