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View Full Version : D&D 3.x Class The Valkyrie [3.5 Base Class] (WIP, PEACH)



Scorponok
2015-09-06, 02:53 AM
The Valkyrie

http://www.pictureshack.us/images/43447_Valkyrie-Title.jpg

Thunder! Lightning! Fire! The Valkyrie dive bombs her prey from above, on the back of her trusted raven companion. Now an elemental warbird many times the size of a normal raven, the Valkyrie jumps from a height most men would not dare, landing upon her foe with her spear and releasing the energy of a thousand angry storms! Her warbird blasts another group of enemies, tearing them asunder with its electric breath.

The Valkyrie is a formidable fighter, who has forgone the traditional rites and training of a typical soldier to form an eternal bond with the spirits of the elemental ravens. As the Valkyrie gains new powers and abilities, her raven cohort also grows in size and stature, until they both become a formidable fighting force.

With its own vast array of breath weapons, attacks, and abilities, the raven may start off weak, but if protected and nurtured, he is potentially a deadly and able warrior on his own. Depending on the upbringing of her raven, the Valkyrie may even train him to heal her allies in combat.

The Valkyrie is a welcome addition to any adventuring group. Using mostly reach weapons such as spears, halberds, and javelins, they, along with their feathered friends, are a force to be reckoned with.

Table: The Valkyrie


Level
BAB
Fortitude
Reflex
Will
Special


1st
+1
+0
+2
+0
Call Raven (1/day), Empathic Familiarity


2nd
+2
+0
+3
+0
Jumping Thrust +1d6, Infuse HP


3rd
+3
+1
+3
+1
Freefall 10 ft.


4th
+4
+1
+4
+1
Cohort's Pact, Karmic Aura


5th
+5
+1
+4
+1
Call Raven (2/day)


6th
+6/+1
+2
+5
+2
Jumping Thrust +2d6, Freefall 20 ft., Empowered Infuse


7th
+7/+2
+2
+5
+2



8th
+8/+3
+2
+6
+2
Telepathic Familiarity


9th
+9/+4
+3
+6
+3
Freefall 30 ft., Ravenous Critical


10th
+10/+5
+3
+7
+3
Jumping Thrust +3d6, Ravenous Alliance


11th
+11/+6/+1
+3
+7
+3



12th
+12/+7/+2
+4
+8
+4
Freefall 40 ft., Ravenseer Familiarity


13th
+13/+8/+3
+4
+8
+4



14th
+14/+9/+4
+4
+9
+4
Jumping Thrust +4d6


15th
+15/+10/+5
+5
+9
+5
Freefall 50 ft.


16th
+16/+11/+6/+1
+5
+10
+5



17th
+17/+12/+7/+2
+5
+10
+5



18th
+18/+13/+8/+3
+6
+11
+6
Jumping Thrust +5d6, Freefall 60 ft.


19th
+19/+14/+9/+4
+6
+11
+6



20th
+20/+15/+10/+5
+6
+12
+6




Hit Die: d6

Class Skills: The Valkyrie’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: (2 + Int modifier)

Weapon & Armor Proficiencies
A Valkyrie is proficient with all simple weapons as well as the longsword, trident, guisarme, glaive, halberd, ranseur, lance, shortbow, and longbow. She is proficient with light, medium, and heavy armor as well as all shields.

Class Features

Call Raven (Su)
At 1st level, a Valkyrie may call a single raven cohort to her side. This raven comes from an elemental plane from which it is called, and has resistance to energy attacks from that particular element. (Resistance 5 at 1st level, then +5 at 5th, 10th, 15th and 20th levels.) The raven serves the Valkyrie to the best of its ability, and functions much like the sorcerer’s familiar. Below is a list of the types of ravens the Valkyrie may call.



Type of Raven
Associated Element
Breath Weapon Element Type


Phoenix [Fire Raven]
Fire
Fire Damage


Arctovaris [Frost Raven]
Ice
Cold Damage


Zephryvn [Tempest Raven]
Wind
Sonic Damage


Skógurston [Rock Raven]
Earth
Poison Damage


Thunderbird [Storm Raven]
Lightning
Electric Damage


Squalörn [Tide Raven]
Water
Acid Damage



These correspond to the element type for the breath weapon of the raven cohort. (See information on Raven Cohort, below.) A Valkyrie may call a raven once a day, at sunrise, and may call a raven of a different type each day. When it is called, a new raven appears at the Valkyrie’s side, in full health. If her raven cohort is still with her at sunrise and she wants to call a raven of a different type, she must dismiss the first raven. In the event that her raven dies in battle or is dismissed, it returns to the plane in which it was called, but retains all its memories and experiences if called upon again. At 5th level, she may call her Raven an additional time a day, at midday.

Empathic Familiarity (Su)
At 1st level, the Valkyrie has an empathic link with her raven out to a distance of up to 1 mile. The Valkyrie cannot see through the raven’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

At 5th level, a raven and the Valkyrie can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Jumping Thrust (Ex)
Starting at 2nd level, as a move action, a Valkyrie who is armed with a trident, guisarme, glaive, halberd, ranseur, or lance can advance an additional 10 feet and attack as part of her charge action. She deals an additional 1d6 damage on a successful attack. This damage bonus increases to 2d6 at 6th level, and an additional 1d6 for every four levels thereafter. (3d6 at 10th level, 4d6 at 14th level, 5d6 at 18th level, etc.)

Infuse HP (Sp)
Starting at 2nd level, a Valkyrie may, as an immediate action, sacrifice her own HP to cure her raven cohort. She may exchange her HP points to cure her raven for the same amount of HP so long as her raven has not fallen below -9 HP. She may sacrifice as much HP as she desires, so long as her HP does not fall below 1. Her raven cohort cannot gain more than his maximum hit point total from Infuse HP . This ability has a range of 500 feet and the Valkyrie does not have to see her raven, but merely think of it. A Valkyrie may use the Infuse HP ability twice each hour beginning at 2nd level, increasing by once an hour every level thereafter. (Three times per hour at 3rd level, four times per hour at 4th level, etc.)

Freefall (Ex)
At 3rd level, due to the Valkyrie’s experience falling from significant heights, she can now ignore the first 10 feet of damage while falling and can land on her feet without making a tumble check. The distance the Valkyrie can freefall increases by 10 feet at 6th level, and by an additional 10 feet ever three levels thereafter.

Cohort’s Pact (Su)
At 4th level, as an immediate action, the Valkyrie may choose to, for a full round, take any HP damage dealt to her raven cohort upon herself. This ability can be used twice a day, increasing by once a day for every two levels of Valkyrie thereafter. (3 times a day at 6th level, 4 times a day at 8th level, etc.)

Karmic Aura (Su)
Starting at 4th level, the Valkyrie may produce an aura that punishes those who attack and deal HP damage to her. While the aura is active, any creature that makes an attack against the Valkyrie with a melee weapon provokes an attack of opportunity from her. She may attack each creature a maximum of once per round.

Karmic Aura may be turned on once a day at 4th level, and once more per day every four levels thereafter. It can be activated as an immediate action and lasts for two rounds, increasing to three rounds at 8th level. It may also be turned off at any time.

Empowered Infuse (Su)
At 6th level, the Valkyrie gains the Empowered Infuse ability. This ability functions like the Infuse HP ability, except that for every 1HP the Valkyrie sacrifices from her own pool of HP, her raven cohort gains double that amount.

Telepathic Familiarity (Su)
At 8th level, The Valkyrie gains the ability Telepathic Familiarity. This ability functions like Empathic Familiarity except that now the Vakyrie forms a telepatic connection with her raven. At any time, she may know what her raven is thinking and they may communicate with each other via thought. This ability can be turned on and off at the Valkyrie’s discretion.

Ravenous Critical (Ex)
At 9th level, whenever the Valkyrie rolls a critical on her first attack in a round, her raven cohort may use his breath weapon as a bonus action. The valkyrie does not need to confirm the critical in order for her cohort to use this ability. This breath attack does not count towards subtracting the total amount of breath attacks a raven cohort may make in a round and/or minute. (In essence, this is a free breath attack.)

Ravenous Alliance (Ex)
At 10th level, the Valkyrie and her raven cohort’s experiences on the field of battle coalesce, and they become one in their thoughts and actions. Whenever the Valkyrie and her raven make an attack on the same creature in a round, they both gain either a +2 to attack or +2 to damage bonus on their turn. (You must decide which before you roll your attack.) At 15th level, this bonus becomes either a +3 to attack or +3 to damage, and at 20th level, this becomes a bonus of either +4 to attack or +4 to damage.

Ravenseer Familiarity (Su)
Beginning at 12th level, the Valkyrie can see and hear through the eyes and ears of her raven, as well as control the actions of her raven companion, though doing so renders her helpless. Her eyes glaze over and become white. While in the mind of the raven, the raven gains her full base attack bonus for her level and may use whichever bonuses are higher for saves. She may remain in this state for 10 minutes per level and this ability must be used in a minimum of 1 minute increments.

The Raven
http://www.pictureshack.us/images/92681_ric3do-raven-small.jpg

The Raven is a cohort or companion of the Valkyrie. He will fly beside her, and is a trusted ally and companion. The Raven will grow in size, strength and abilities alongside the Valkyrie.

The statistics presented below are a way for the player to easily level up their Raven companion. The Raven’s stats have already been selected for you, and all that is required is to select the Raven’s special abilities for each level the raven levels up.

You do not need to calculate experience points for the Raven. He draws from the same pool of experience the Valkyrie does, and when she levels up, so does he.

Table: The Raven Cohort


Level
HP
Size
Ability Scores
AC
Fort
Rflx
Will
BAB
Attacks
Damage
Special


1st
¼ of Valkyrie
Tiny
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
14 (+2sz, +2dex)
+0
+2
+2
+0
Claws (+4)
1d2-5
Breath Weapon I, Feats: Alertness, Toughness


2nd
¼ of Valkyrie
Small
Str 5, Dex 13, Con 10, Int 2, Wis 14, Cha 6
12 (+1sz, +1dex)
+0
+1
+2
+1
Claws (+4)
1d4-3
Avian Growth (small)


3rd
¼ of Valkyrie
Small
Str 5, Dex 13, Con 10, Int 2, Wis 14, Cha 6
12 (+1sz, +1dex)
+0
+1
+2
+2
Claws (+6)
1d4-3
Raven Empowerment, Feat: Weapon Focus: Claw


4th
¼ of Valkyrie
Small
Str 5, Dex 14, Con 10, Int 2, Wis 14, Cha 6
13 (+1sz, +2dex)
+0
+2
+2
+3
Claws (+7)
1d4-3
Breath Weapon II, Heightened Intellect


5th
¼ of Valkyrie
Small
Str 5, Dex 14, Con 10, Int 2, Wis 14, Cha 6
13 (+1sz, +2dex)
+0
+2
+2
+3
Claws (+7)
1d4-3



6th
¼ of Valkyrie
Small
Str 5, Dex 14, Con 10, Int 2, Wis 14, Cha 6
13 (+1sz, +2dex)
+0
+2
+2
+4
Claws (+8)
1d6-3
Raven Empowerment, Feat: Improved Natural Attack


7th
¼ of Valkyrie
Medium
Str 9, Dex 12, Con 12, Int 3, Wis 14, Cha 6
11 (+1dex)
+1
+1
+2
+5
Claws (+8)
1d8-1
Avian Growth II, Pick Up


8th
¼ of Valkyrie
Medium
Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
11 (+1dex)
+1
+1
+2
+6/+1
Claws (+11/+5)
1d8
Breath Weapon III, Heightened Intellect


9th
¼ of Valkyrie
Medium
Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
11 (+1dex)
+1
+1
+2
+6/+1
Claws (+11/+5)
1d8
Raven Empowerment, Feat: Flyby Attack


10th
¼ of Valkyrie
Medium
Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
11 (+1dex)
+1
+1
+2
+7/+2
Claws (+12/+6)
1d8
Loyalty of the Lark


11th
¼ of Valkyrie
Medium
Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
11 (+1dex)
+1
+1
+2
+8/+3
Claws (+13/+7)
1d8



12th
¼ of Valkyrie
Medium
Str 10, Dex 13, Con 12, Int 5, Wis 14, Cha 6
12 (+1nat, +1dex)
+1
+1
+2
+9/+4
Claws (+14/+8)
1d8
Breath Weapon IV, Raven Empowerment, Feat: Improved Natural Armor, Heightened Intellect


13th
¼ of Valkyrie
Medium
Str 10, Dex 13, Con 12, Int 5, Wis 14, Cha 6
12 (+1nat, +1dex)
+1
+1
+2
+9/+4
Claws (+14/+8)
1d8



14th
¼ of Valkyrie
Large
Str 18, Dex 11, Con 16, Int 5, Wis 14, Cha 6
13 (+3nat)
+3
+0
+2
+10/+5
Claws (+15/+9)
1d10+4
Avian Growth III (large), Ride of the Valkyrie


15th
¼ of Valkyrie
Large
Str 18, Dex 11, Con 16, Int 5, Wis 14, Cha 6
13 (+3nat)
+3
+0
+2
+11/+6/+1
Claws (+16/+10/+4)
1d10+4
Raven Empowerment, Feat: Wingover


16th
¼ of Valkyrie
Large
Str 18, Dex 12, Con 16, Int 6, Wis 14, Cha 6
14 (+3nat, +1dex)
+3
+1
+2
+12/+7/+2
Claws (+17/+11/+5)
1d10+4
Breath Weapon V, Heightened Intellect


17th
¼ of Valkyrie
Large
Str 18, Dex 12, Con 16, Int 6, Wis 14, Cha 6
14 (+3nat, +1dex)
+3
+1
+2
+12/+7/+2
Claws (+17/+11/+5)
1d10+4



18th
¼ of Valkyrie
Large
Str 18, Dex 12, Con 16, Int 6, Wis 14, Cha 6
14 (+3nat, +1dex)
+3
+1
+2
+13/+8/+3
Claws (+18/+12/+6)
1d10+4
Raven Empowerment, Feat: Improved Toughness


19th
¼ of Valkyrie
Large
Str 18, Dex 12, Con 16, Int 6, Wis 14, Cha 6
14 (+3nat, +1dex)
+3
+1
+2
+14/+9/+4
Claws (+19/+13/+7)
1d10+4



20th
¼ of Valkyrie
Large
Str 18, Dex 13, Con 16, Int 6, Wis 14, Cha 6
14 (+3nat, +1dex)
+3
+1
+2
+15/+10/+5
Claws (+20/+14/+8)
1d10+4
Breath Weapon VI, Bonus Empowerment, Heightened Intellect



Hit Die: d8

Special Qualities: Low-light vision, Fly speed: 40 ft. (average), Land speed: 10 ft.

Skill Bonus at Each Additional Level: +1 to Spot and +1 to Listen

Weapon & Armor Proficiencies
A Raven is proficient with his natural weapons and if his Valkyrie compatriot can find him some armor, is able to wear light armor.

The Raven Cohort Class Features

Breath Weapon (Sp)
The Raven’s breath weapon is one of its main offensive weapons, and some enemies facing a Valkyrie/Raven team are sure to be blasted with the Raven’s elemental energy attack during battle. As the Raven levels and gains experience, he learns new tricks on how to use his breath. Beginning at 1st level, the Raven can breathe once a minute, gaining another use per minute of his breath weapon at 5th level, then every five levels thereafter. (At 10th, 15th and 20th levels.)

Regardless of how many times a Raven may use his breath weapon, he must wait 1d4 rounds before he may use it again. If the breath weapon allows for a save, the reflex save DC for a Raven’s breath weapon is always 10 + ½ the Raven’s level + the Raven’s CON modifier. Creatures takes half damage on a successful save. Learning a new type of breath weapon attack does not mean the Raven loses the old one. Once a Raven learns a new breath weapon attack, he may use the new one or a previously learned breath weapon attack.

-----Breath Weapon I
Starting at 1st level, the Raven cohort gains a breath weapon attack. This breath weapon is a elemental line of energy that extends 15 ft. in front of the raven, and deals 1d6 damage of the raven’s energy type to all creatures within that line and half the damage on a successful reflex save.

-----Breath Weapon II
At 4th level, the Raven’s breath weapon improves. The breath can now be breathed in a cone shape emanating 15 ft. in front of the Raven. The damage also increases to 2d6 and creatures may take half the damage on a successful reflex save.

-----Breath Weapon III
At 8th level, the Raven’s breath weapon continues to improve. He may now shoot his breath weapon as an orb of its element type. This orb has a range of 60 feet and deals 3d6 energy damage of the type the Raven is associated with. The Raven must make a successful touch attack against the creature in order for this orb to deal damage. He makes the attack with a bonus equal to his base attack bonus + his dexterity modifier. Creatures do not make a reflex save against this breath weapon.

-----Breath Weapon IV
At 12th level, the Raven may now shoot elemental energy in a straight line that extends 60 feet long, and 5 foot wide, affecting any creature within that line. This line of energy deals 4d6 damage of the energy type associated with the Raven and take half the damage on a successful reflex save.

-----Breath Weapon V
At 16th level, the Raven can now breathe a 30 foot cone of elemental energy, 25 feet wide, in front of him. This cone deals 5d6 of the energy type associated with the Raven. The creature may make a reflex save and takes half the damage on a successful save.

-----Breath Weapon VI
At 20th level, the Raven may blast an area in a 20 foot radius spread for 6d6 damage of the energy type associated with it. This breath attack has a range of 500 feet, and creatures within the area may attempt to make a reflex save for half damage. Furthermore, the energy from this blast lingers in the area for three rounds after the initial blast, dealing 2d6 damage to creatures in the area.

Feats
At 1st level, 3rd level, then every three levels after, the Raven gains a feat. At 1st level, the Raven gains the feat Toughness. At 3rd level, the Raven gains the feat Weapon Focus: Claws. At 6th level, he gains the feat Improved Natural Attack. At 9th level, he gains the feat Flyby Attack. At 12th level, the Raven adds Improved Natural Armor to his current list of feats. At level 15, he becomes more maneuverable as he gains the Wingover feat. And finally, at 18th level, the Raven gains the feat Improved Toughness.

Avian Growth (Ex)
At 2nd level, the raven cohort grows in size, and becomes a small creature. Its corresponding stats change. This growth also happens at 7th level, where the raven becomes a medium sized creature, and at 14th level, where it reaches its full adult size – a large bird.

Raven Empowerment
At 3rd level, the raven cohort gains one of the following abilities from the list below. The Raven also gains an additional empowerment at every three levels thereafter. (At 6th, 9th, 12th, 15th, 18th, as well as a bonus empowerment at 20th level.)

-----Healing Breath (Sp)
The raven gains a breath that heals any creature within a 15 foot cone shaped burst. Creatures within this effect (including enemies) are healed for 1d8+1 HP. Subsequent selection of Healing Breath improves this ability to 2d8+3, 3d8+5, 4d8+7, 5d8+9 and 6d8+11. The raven cohort has one Healing Breath per day the first time this is chosen, increasing by one each subsequent time this empowerment is chosen.

-----Heightened Breath Weapon
The raven’s breath weapon improves as they learn to breathe more effectively, increasing the breath weapon damage an additional 1d6 die every time this empowerment is chosen.

-----Voluminous Breath Weapon
The raven may cut the amount of time he must wait to use his breath weapon by 1 round. This empowerment may be selected multiple time but there is always a minimum of a one round wait between when breath weapon attacks may be used.

-----Claw of the Arrowhawk
The raven’s claws become more hardy as it learns to attack more effectively, giving it a bonus +2 to attack and damage rolls.

-----Hardened Feathers
The raven’s feathers grown a supernatural hardness to them, increasing its natural armor by +2. This empowerment may only be taken a maximum of three times.

-----Tough Little Fowl
The raven’s maximum HP increases by +5.

-----Breath Weapon Focus
The raven’s breath weapon becomes harder to resist. Add +2 to the save DC of all the raven’s breath attacks.

-----Casting Cohort (Sp)
The raven learns to cast spells from the arcane school of magic. It learns how to cast a single type of spell and can cast that particular spell once a day. The raven can learn and cast a 1st level spell once a day the first time this Raven Empowerment is taken. On the second time Raven Empowerment is taken, (at 6th level) the Raven may then choose a 2nd level spell to cast once a day. Subsequent selection of Casting Cohort allows the Raven to cast a higher level spell as well as add another spell slot in which to cast that spell.

Because the Raven is a being from a different plane where the laws of the material plane are somewhat suspended, the Raven does not need somantic or material components of any kind to cast his spells, nor does he need the required minimum intelligence score to cast it, though he does need verbal components for spells to activate. He casts the spell in the raven language only other ravens and Valkyries can understand (with the appropriate Spellcraft check.) He also may not cast any spells that rely on an arcane focus or ones where the material component for that spell exceeds 50gp, unless the component(s) are provided.

The save DC for any spell the Raven casts is always 10 + the spell level.

Heightened Intellect
At 4th level, and at every four levels thereafter, the Raven’s intelligence ability score increases by +1 as it becomes more aware and shall we say, sentient.

Pick Up (Sp)
At 8th level, due to the increase in the Raven’s size to a medium creature, he gains the magical ability to pick up his Valkyrie companion. The Raven can pick up the Valkyrie and move half his normal speed, assuming she is carrying a light or medium load. If she is carrying more than that, he may move at a quarter of his normal speed. The Raven cannot pick up the Valkyrie if she is carrying more than a heavy load. The Raven may pick up his Valkyrie for 3 rounds at 8th level, increasing by one round every level thereafter.

Loyalty of the Lark
At 10th level, the Raven forges a lifelong bond with his Valkyrie companion, and even extends his devotion beyond the death of his friend. If the Valkyrie dies in combat, the Raven will continue attacking his enemies and assisting the Valkyrie’s allies for 10 minutes after she has fallen.

Ride of the Valkyrie (Su)
At 14th level, due to an increase in size and strength to a large creature, the Valkyrie may now ride her Raven companion into battle. She must still make the required Ride skill checks to maneuver in combat as with any mount.


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Premise

Inspired mostly by the song Ride of the Valkyries, I wanted to create this class. I drew inspiration mostly from FFXI's Dragoon class, and some powers from the tactical Android RPG Dragonfall Tactics, but added more abilities for both Valkyrie and Raven.

Notes
I've showed two of my friends this and they both thought Casting Cohort was too powerful. I dunno - I'm on the fence about this. The worst stuff that might happen at early levels is the raven gets off a color spray, or enlarges the Valkyrie, or turns someone invisible, but I'm not feeling it being unreasonable. They also mentioned the final Breath Weapon being very powerful, but at that level, when a Sorcerer is throwing multiple spells around in a round, I can't see a 6d6 Fireball being all that threatening.

I also wonder what tier this would be as is. I can see it being about the same as a Barbarian. One of my friends tested a 20th level Valkyrie vs a 20th level Barbarian, and the Barbarian barely won.

The fantastic art I wish I drew myself but it was commissioned by two different artists from Fiverr.

Razanir
2015-09-06, 02:26 PM
Hit Die: d6

Class Skills: The Valkyrie’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: (2 + Int modifier)

Weapon & Armor Proficiencies
A Valkyrie is proficient with all simple weapons as well as the longsword, trident, guisarme, glaive, halberd, ranseur, lance, shortbow, and longbow. She is proficient with light, medium, and heavy armor as well as all shields.

Good BAB, Poor Fort, Good Reflex, Poor Will

The chassis mostly looks fine, except for those hit dice. I would, at the very least, bump it up to d8, if you expect her to be a frontline fighter. Though if it were me, I'd go all the way up to d10, since I use PF's rule connecting them to BAB as a standard. (You might also want a few more skill points, but that's true of any 2 skill point classes)


Call Raven (Su)
At 1st level, a Valkyrie may call a single raven cohort to her side. This raven comes from an elemental plane from which it is called, and has resistance to energy attacks from that particular element. (Resistance 5 at 1st level, then +5 at 5th, 10th, 15th and 20th levels.) The raven serves the Valkyrie to the best of its ability, and functions much like the sorcerer’s familiar. Below is a list of the types of ravens the Valkyrie may call.

These correspond to the element type for the breath weapon of the raven cohort. (See information on Raven Cohort, below.) A Valkyrie may call a raven once a day, at sunrise, and may call a raven of a different type each day. When it is called, a new raven appears at the Valkyrie’s side, in full health. If her raven cohort is still with her at sunrise and she wants to call a raven of a different type, she must dismiss the first raven. In the event that her raven dies in battle or is dismissed, it returns to the plane in which it was called, but retains all its memories and experiences if called upon again. At 5th level, she may call her Raven an additional time a day, at midday.

Again, it looks fine, but I think easier mechanically might be to just copy the rules for a paladin's mount.


Jumping Thrust (Ex)
Starting at 2nd level, as a move action, a Valkyrie who is armed with a trident, guisarme, glaive, halberd, ranseur, or lance can advance an additional 10 feet and attack as part of her charge action. She deals an additional 1d6 damage on a successful attack. This damage bonus increases to 2d6 at 6th level, and an additional 1d6 for every four levels thereafter. (3d6 at 10th level, 4d6 at 14th level, 5d6 at 18th level, etc.)

I'm not exactly sure how this is supposed to work, since a charge is already a full round action. I would just have the extra damage apply whenever the Valkyrie charges.


Karmic Aura (Su)
Starting at 4th level, the Valkyrie may produce an aura that punishes those who attack and deal HP damage to her. While the aura is active, any creature that makes an attack against the Valkyrie with a melee weapon provokes an attack of opportunity from her. She may attack each creature a maximum of once per round.

Karmic Aura may be turned on once a day at 4th level, and once more per day every four levels thereafter. It can be activated as an immediate action and lasts for two rounds, increasing to three rounds at 8th level. It may also be turned off at any time.

I know what you intended, and this doesn't work that way by RAW. I think what you mean is that the Valkyrie gets to attack back whenever someone hits her. Except you still only get one AoO to use. If that's what you intended, great. But if I'm right, and you meant for it to be limitless, I'd add a clause that says so.


The Raven

Hit Die: d8

Special Qualities: Low-light vision, Fly speed: 40 ft. (average), Land speed: 10 ft.

Skill Bonus at Each Additional Level: +1 to Spot and +1 to Listen

Weapon & Armor Proficiencies
A Raven is proficient with his natural weapons and if his Valkyrie compatriot can find him some armor, is able to wear light armor.

Average BAB, ??? Saves

I have no clue what those save progressions are supposed to be. Even if that's how much I add, it's still nothing recognizable. Everything uses those same two progressions for saves, even monsters. I would just have them work like a paladin's mount. Animal BAB, saves, and HD, but treated an a Magical Beast. For reference, that would be d8 HD, 3/4 BAB, Good Fortitude and Reflex, and Poor Will.


Pick Up (Sp)
At 8th level, due to the increase in the Raven’s size to a medium creature, he gains the magical ability to pick up his Valkyrie companion. The Raven can pick up the Valkyrie and move half his normal speed, assuming she is carrying a light or medium load. If she is carrying more than that, he may move at a quarter of his normal speed. The Raven cannot pick up the Valkyrie if she is carrying more than a heavy load. The Raven may pick up his Valkyrie for 3 rounds at 8th level, increasing by one round every level thereafter.

What about Valkyries that aren't Medium? Do they get appropriately sized ravens? (D-T-S-M for Small Valkyries, or S-M-L-H for Large ones, for instance)

(No relevant quote)

One other issue with the class is that there aren't any new abilities after Level 12. After that, it's just numeric increases, and not many at that.


Inspired mostly by the song Ride of the Valkyries

Ride of the Valkyries? (http://vmashup.com/7rT9ouil)