desero clades
2013-09-19, 11:32 PM
Hello everyone! This is a quick rough draft for a base class my wife imagined up. It was inspired a little by incarnum (if it wasn't obvious). Was wondering about the power level and hoping for other suggestions for Runes.
Valkyrie
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Asgardian Familiar, Rune Magic 1
2nd|+2|+3|+0|+3|Expel Rune 1
3rd|+3|+3|+1|+3|Familiar Scry
4th|+4|+4|+1|+4|Bonus Feat
5th|+5|+4|+1|+4|Deathwatch
6th|+6/+1|+5|+2|+5|Rune Magic 2
7th|+7/+2|+5|+2|+5|Expel Rune 2
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|Bonus Feat
10th|+10/+5|+7|+3|+7|Second Familiar
11th|+11/+6/+1|+7|+3|+7|Rune Magic 3
12th|+12/+7/+2|+8|+4|+8|Expel Rune 3
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|Bonus Feat
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|Rune Magic 4
17th|+17/+12/+7/+2|+10|+5|+10|Expel Rune 4
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|Bonus Feat
20th|+20/+15/+10/+5|+12|+6|+12|Defender of Asgard
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Class Skills
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Armor and Weapon Proficiency: Valkyrie's are proficient with simple and martial weapons. They also are proficient with light and medium armor and with shields (but not tower shields).
Rune Magic: At first level you may inscribe 1 rune on yourself and gain it's benefits. This process takes about 10 minutes. Once you have a rune inscribed you may not remove it from you until you can rest for 8 hours, unless you use alternative means (such as the familiar ability). you may only have one rune on each location. The save DC for any rune ability (including the Expel abilities) is 10 + 1/2 valkyrie levels + Wisdom modifier.
You may inscribe 2 runes at 6th level, 3 runes at 11th level, and 4 runes at 16th level.
Asgardian Familiar: As the sorcerer's familiar except as listed here. You don't lose any xp if the familiar is slain, and you may summon another in 24 hours if it is slain. The familiar gains different abilities instead of the standard sorcerer/wizard ones.
At 1st level it has improved evasion, alertness, and may use cure light wounds as a level 1 cleric once per day.
At level 3 it may hold onto 1 rune inscription and as a standard action on the Valkyrie may replace one rune she already has with the one the familiar is holding.
At 5th level the familiar may speak with its master
At 10th It may hold 2 rune inscriptions.
Expel Rune: Choose one of the Rune locations (arms, crown, chest or legs), you may now activate the expel abilility. After using an expel ability you may not use that same expel ability for 1 minute. Every 5 level after you may select and use additional Rune locations.
Unless otherwise stated, using an Expel ability is a standard action.
Scry on Familiar: As a standard action you may view through your familiar's eyes so long as your familiar is with 10' per Valkyrie level. You may return to your own vision as a free action.
Bonus Feat: The valkyrie may gain a bonus fighter feat. They must still meet the prerequisites.
Deathwatch: The valkyrie can use Deathwatch as the spell like a spell like ability. She may use this at will.
Second Familiar: Gain a second familiar exactly as the Asgardian Familiar.
Defender of Asgard: She is forevermore treated as a native outsider rather than as a humanoid (or whatever the valkyrie’s creature type was) for the purpose of spells and magical effects. Additionally, the valkyrie gains damage reduction 5/-, which allows her to ignore the first 5 points of damage from any attack. Unlike other outsiders, the valkyrie can still be brought back from the dead as if she were a member of her previous creature type.
She also gains a pair of feathery wings that grant her a flight speed of 100' with perfect maneuverability so long as she is at a light or less encumbrance.
Runes:
Arms
Uller's Winter: Gain 5 cold resistance per 4 valkyrie levels, in addition deal + 1 cold damage on all attacks per 4 levels.
Expel to make your next attack this round to affect the creature with the slow effect for 1d6 rounds.
Sutr's Wrath: Gain 5 fire resistance per 4 valkyrie levels, in addition deal + 1 fire damage on all attacks per 4 levels.
Expel to make your next attack this round a touch attack and catch the opponent on fire taking 1d6 fire damage for 1d6 rounds or until the creature takes a full round action to put itself out.
Thor's Storm: Gain 5 electricity resistance per 4 valkyrie levels, in addition deal + 1 electricity damage on all attacks per 4 levels.
Expel to make your next attack this round also damage an additional target within 10ft of the original target. The second target takes damage equal to the damage of the first enemy except the damage is all electricity damage.
Alfheim's Grace: When making a ranged attack you may add half your dexterity modifier as precision damage.
Expel as a free action to make your next ranged attack ricochet and hit an additional enemy. Use the same attack roll against both enemies and the second enemy must be within 15' of the original target. At 6th level the attack may hit a third target who must be within 15' of the second target. At 11th level the attack may hit a fourth target who must be within 15' of the third target. At 16th level the attack may hit a fifth target who must be within 15' of the fourth target. No target may be hit more than once with this ability.
Jotunhiem's Strength: Gain a bonus to strength equal to 1/3 valkyrie levels (minimum 1)
Expel to use Enlarge Person as a spell like ability except as listed here. The duration is only 1 minute.
Crown
Odin's Sight: +1 spot and sense motive bonus per 2 levels.
Expel to do a gaze attack this turn against 1 opponent. On a failed Will save, the opponent is dazed for 1d6 turns.
Loki's Trust: +1 bluff and disguise bonus per 2 levels.
Expel to use Charm Monster as the spell, except as listed here. The ability is considered a supernatural ability, and the save DC = 10 + 1/2 valkyrie level + Wisdom mod. If the Valkyrie attempt to use this ability against a second creature, the effect is automatically broken from the first creature. The effect also only lasts 1 minute per Valkyrie level.
Must be level 5 to use this rune.
Heimdall's Senses: +1 search and listen bonus per 2 levels.
Expel to use True Strike as the spell except as listen here. The ability is a supernatural ability.
Chest
Hel's Domination: Mindless undead treat you with an indifferent attitude unless you take a hostile action towards them.
Expel to attempt a rebuke/control undead this round, your cleric level equals your valkyrie level. You can only maintain control of any undead with this ability for a number of minutes equal to your valkyrie level.
Must be level 10 to use this Rune.
Balder's Song: As a standard action give all your allies within 50ft a +1 bonus to attack, and damage rolls for 1 round. The bonus increases by 1 for every 4 levels above 1st.
Expel to use cure light wounds, as a spell like ability as a cleric level equal to your valkyrie level. At 5th level you use cure moderate wounds and at 10th level it becomes Cure Serious Wounds. Anyone healed by this ability can not be healed above half of their maximum HP.
Freya's Magic: Gain a bonus to use magic device equal to your valkyrie level. You may also use the skill even if it is untrained for you.
Expel to use Dispel Magic as a spell like ability.
Legs
Sleipnir's Speed: Gain the benefit of the Run feat as well as an 5' of movement speed for every two valkyrie levels.
Expel as a free action to gain an additional move action this turn.
Jormungandr's Bonds: Gain benefit of the Improved Trip and Improved Grapple feats.
Expel as a free action to negate your opponent's size bonuses when trying to trip or grapple them.
Fenrir's Ferocity: Gain a bite attack as a natural weapon. The attack deals 1d8 damage (for a medium creature). If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.
Expel to attempt a special disarm attack. Roll an opposed strength check. If you win the opponent drops his weapon, however if you win by 10 or more you remove the creature's limb that was holding the weapon. If the weapon was a two handed weapon you remove the creature's off hand limb.
Requires level 3
Bifrost's Path: Use dimension hop as a spell like ability with a caster level equal to your valkyrie level.
Expel to use Plane Shift as a spell like ability. Unlike other expel abilities this may only be used once per day.
Must be level 15 to use this rune.
Valkyrie
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Asgardian Familiar, Rune Magic 1
2nd|+2|+3|+0|+3|Expel Rune 1
3rd|+3|+3|+1|+3|Familiar Scry
4th|+4|+4|+1|+4|Bonus Feat
5th|+5|+4|+1|+4|Deathwatch
6th|+6/+1|+5|+2|+5|Rune Magic 2
7th|+7/+2|+5|+2|+5|Expel Rune 2
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|Bonus Feat
10th|+10/+5|+7|+3|+7|Second Familiar
11th|+11/+6/+1|+7|+3|+7|Rune Magic 3
12th|+12/+7/+2|+8|+4|+8|Expel Rune 3
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|Bonus Feat
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|Rune Magic 4
17th|+17/+12/+7/+2|+10|+5|+10|Expel Rune 4
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|Bonus Feat
20th|+20/+15/+10/+5|+12|+6|+12|Defender of Asgard
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Class Skills
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Armor and Weapon Proficiency: Valkyrie's are proficient with simple and martial weapons. They also are proficient with light and medium armor and with shields (but not tower shields).
Rune Magic: At first level you may inscribe 1 rune on yourself and gain it's benefits. This process takes about 10 minutes. Once you have a rune inscribed you may not remove it from you until you can rest for 8 hours, unless you use alternative means (such as the familiar ability). you may only have one rune on each location. The save DC for any rune ability (including the Expel abilities) is 10 + 1/2 valkyrie levels + Wisdom modifier.
You may inscribe 2 runes at 6th level, 3 runes at 11th level, and 4 runes at 16th level.
Asgardian Familiar: As the sorcerer's familiar except as listed here. You don't lose any xp if the familiar is slain, and you may summon another in 24 hours if it is slain. The familiar gains different abilities instead of the standard sorcerer/wizard ones.
At 1st level it has improved evasion, alertness, and may use cure light wounds as a level 1 cleric once per day.
At level 3 it may hold onto 1 rune inscription and as a standard action on the Valkyrie may replace one rune she already has with the one the familiar is holding.
At 5th level the familiar may speak with its master
At 10th It may hold 2 rune inscriptions.
Expel Rune: Choose one of the Rune locations (arms, crown, chest or legs), you may now activate the expel abilility. After using an expel ability you may not use that same expel ability for 1 minute. Every 5 level after you may select and use additional Rune locations.
Unless otherwise stated, using an Expel ability is a standard action.
Scry on Familiar: As a standard action you may view through your familiar's eyes so long as your familiar is with 10' per Valkyrie level. You may return to your own vision as a free action.
Bonus Feat: The valkyrie may gain a bonus fighter feat. They must still meet the prerequisites.
Deathwatch: The valkyrie can use Deathwatch as the spell like a spell like ability. She may use this at will.
Second Familiar: Gain a second familiar exactly as the Asgardian Familiar.
Defender of Asgard: She is forevermore treated as a native outsider rather than as a humanoid (or whatever the valkyrie’s creature type was) for the purpose of spells and magical effects. Additionally, the valkyrie gains damage reduction 5/-, which allows her to ignore the first 5 points of damage from any attack. Unlike other outsiders, the valkyrie can still be brought back from the dead as if she were a member of her previous creature type.
She also gains a pair of feathery wings that grant her a flight speed of 100' with perfect maneuverability so long as she is at a light or less encumbrance.
Runes:
Arms
Uller's Winter: Gain 5 cold resistance per 4 valkyrie levels, in addition deal + 1 cold damage on all attacks per 4 levels.
Expel to make your next attack this round to affect the creature with the slow effect for 1d6 rounds.
Sutr's Wrath: Gain 5 fire resistance per 4 valkyrie levels, in addition deal + 1 fire damage on all attacks per 4 levels.
Expel to make your next attack this round a touch attack and catch the opponent on fire taking 1d6 fire damage for 1d6 rounds or until the creature takes a full round action to put itself out.
Thor's Storm: Gain 5 electricity resistance per 4 valkyrie levels, in addition deal + 1 electricity damage on all attacks per 4 levels.
Expel to make your next attack this round also damage an additional target within 10ft of the original target. The second target takes damage equal to the damage of the first enemy except the damage is all electricity damage.
Alfheim's Grace: When making a ranged attack you may add half your dexterity modifier as precision damage.
Expel as a free action to make your next ranged attack ricochet and hit an additional enemy. Use the same attack roll against both enemies and the second enemy must be within 15' of the original target. At 6th level the attack may hit a third target who must be within 15' of the second target. At 11th level the attack may hit a fourth target who must be within 15' of the third target. At 16th level the attack may hit a fifth target who must be within 15' of the fourth target. No target may be hit more than once with this ability.
Jotunhiem's Strength: Gain a bonus to strength equal to 1/3 valkyrie levels (minimum 1)
Expel to use Enlarge Person as a spell like ability except as listed here. The duration is only 1 minute.
Crown
Odin's Sight: +1 spot and sense motive bonus per 2 levels.
Expel to do a gaze attack this turn against 1 opponent. On a failed Will save, the opponent is dazed for 1d6 turns.
Loki's Trust: +1 bluff and disguise bonus per 2 levels.
Expel to use Charm Monster as the spell, except as listed here. The ability is considered a supernatural ability, and the save DC = 10 + 1/2 valkyrie level + Wisdom mod. If the Valkyrie attempt to use this ability against a second creature, the effect is automatically broken from the first creature. The effect also only lasts 1 minute per Valkyrie level.
Must be level 5 to use this rune.
Heimdall's Senses: +1 search and listen bonus per 2 levels.
Expel to use True Strike as the spell except as listen here. The ability is a supernatural ability.
Chest
Hel's Domination: Mindless undead treat you with an indifferent attitude unless you take a hostile action towards them.
Expel to attempt a rebuke/control undead this round, your cleric level equals your valkyrie level. You can only maintain control of any undead with this ability for a number of minutes equal to your valkyrie level.
Must be level 10 to use this Rune.
Balder's Song: As a standard action give all your allies within 50ft a +1 bonus to attack, and damage rolls for 1 round. The bonus increases by 1 for every 4 levels above 1st.
Expel to use cure light wounds, as a spell like ability as a cleric level equal to your valkyrie level. At 5th level you use cure moderate wounds and at 10th level it becomes Cure Serious Wounds. Anyone healed by this ability can not be healed above half of their maximum HP.
Freya's Magic: Gain a bonus to use magic device equal to your valkyrie level. You may also use the skill even if it is untrained for you.
Expel to use Dispel Magic as a spell like ability.
Legs
Sleipnir's Speed: Gain the benefit of the Run feat as well as an 5' of movement speed for every two valkyrie levels.
Expel as a free action to gain an additional move action this turn.
Jormungandr's Bonds: Gain benefit of the Improved Trip and Improved Grapple feats.
Expel as a free action to negate your opponent's size bonuses when trying to trip or grapple them.
Fenrir's Ferocity: Gain a bite attack as a natural weapon. The attack deals 1d8 damage (for a medium creature). If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.
Expel to attempt a special disarm attack. Roll an opposed strength check. If you win the opponent drops his weapon, however if you win by 10 or more you remove the creature's limb that was holding the weapon. If the weapon was a two handed weapon you remove the creature's off hand limb.
Requires level 3
Bifrost's Path: Use dimension hop as a spell like ability with a caster level equal to your valkyrie level.
Expel to use Plane Shift as a spell like ability. Unlike other expel abilities this may only be used once per day.
Must be level 15 to use this rune.