Rystil Arden
First Post
The Valkyrie
BAB Ref Fort Will Special
+1 +0 +2 +2 Spellcasting, Weapon of the Gods
+2 +0 +3 +3 Horn of Valhalla
+3 +1 +3 +3 Divine Frenzy 1/day
+4 +1 +4 +4 Pegasus Mount
+5 +1 +4 +4 Weapon of the Deity
+6 +2 +5 +5 Divine Frenzy 2/day
+7 +2 +5 +5 Celestial Frenzy
+8 +2 +6 +6 Warcry of Asgard
+9 +3 +6 +6 Celestial Frenzy 3/day
+10 +3 +7 +7 Weapon of the Aesir
Reqs:
BAB +4
Spellcasting-Capable of casting 2nd level Divine spells
Feats: Power Attack, Divine Might
Special: Must worship one of the gods of the Norse Pantheon. Also must complete a special quest in the name of their deity. In a strict Norse setting, the Valkyrie would also need to be a daughter of the goddess Odin, or other similar deity.
Hit Dice: d8
Skill Points: 2 + Int bonus
Skill List: As cleric plus Ride
Spellcasting: The Valkyrie adds one half of her Valkyrie level rounded down to her previous divine caster level to determine her caster level.
Weapon of the Gods: When the Valkyrie uses her deity’s signature weapon (for instance, a spear for Odin, the patron of most Norse Valkyries), it automatically gains abilities specific to that deity that total to a +2 bonus.
Horn of Valhalla: When the Valkyrie uses her horn as a focus for her summoning spells, she can summon Norse flavoured entities such as Lesser Valkyries and Einherjar.
Divine Frenzy: The Valkyrie can enter a Divine Frenzy 1/day per three levels in Valkyrie. While in the Divine Frenzy, the Vakyrie gains a +4 morale bonus to Strength, Dexterity, Constitution, and Charisma, but takes a –2 penalty to AC because the Frenzy makes her reckless. This power comes at a price, however. Each round that the Valkyrie keeps this ability active, she must sacrifice a cumulative amount of spell levels equal to the number of rounds that the power has remained active (so a 1st-level spell during the first round, and a 2nd-level spell during the second round, and so on).
Pegasus Mount: A 3rd-level Valkyrie gains a loyal Celestial Pegasus as a mount. This ability otherwise works similarly to your favourite version of the Paladin Special Mount ability (either the summoning one from 3.5 or the old one) with the Valkyrie's effective Paladin level equal to her class level in Valkyrie.
Weapon of the Deity: As Weapon of the Gods, only the total bonus is +5.
Celestial Frenzy: This enhanced form of Divine Frenzy gives the Valkyrie a +6 morale bonus to affected ability scores, a –4 penalty to AC, and requires the sacrifice of a cumulative amount of spell levels equal to twice the number of rounds that the power has remained active (so a 2nd-level spell on the first round, a 4th-level spell on the second round, and so on).
Warcry of Asgard: The Valkyrie can choose to bellow a mighty warcry that rings with the power of Asgard as she enters into her Celestial Frenzy. This causes all of her allies in a 10 foot radius to gain the effects of Divine Frenzy, if they so choose. However, it requires the expenditure of a cumulative amount of spell levels equal to four times the number of rounds that it has remained active (so a 4th-level spell on the first round, 2 4th-level spells on the second round, and so on).
Weapon of the Aesir: As Weapon of the Gods, only the total bonus is +8.
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As I said, needlessly complicated and overpowered, but hey, it works for me!
BAB Ref Fort Will Special
+1 +0 +2 +2 Spellcasting, Weapon of the Gods
+2 +0 +3 +3 Horn of Valhalla
+3 +1 +3 +3 Divine Frenzy 1/day
+4 +1 +4 +4 Pegasus Mount
+5 +1 +4 +4 Weapon of the Deity
+6 +2 +5 +5 Divine Frenzy 2/day
+7 +2 +5 +5 Celestial Frenzy
+8 +2 +6 +6 Warcry of Asgard
+9 +3 +6 +6 Celestial Frenzy 3/day
+10 +3 +7 +7 Weapon of the Aesir
Reqs:
BAB +4
Spellcasting-Capable of casting 2nd level Divine spells
Feats: Power Attack, Divine Might
Special: Must worship one of the gods of the Norse Pantheon. Also must complete a special quest in the name of their deity. In a strict Norse setting, the Valkyrie would also need to be a daughter of the goddess Odin, or other similar deity.
Hit Dice: d8
Skill Points: 2 + Int bonus
Skill List: As cleric plus Ride
Spellcasting: The Valkyrie adds one half of her Valkyrie level rounded down to her previous divine caster level to determine her caster level.
Weapon of the Gods: When the Valkyrie uses her deity’s signature weapon (for instance, a spear for Odin, the patron of most Norse Valkyries), it automatically gains abilities specific to that deity that total to a +2 bonus.
Horn of Valhalla: When the Valkyrie uses her horn as a focus for her summoning spells, she can summon Norse flavoured entities such as Lesser Valkyries and Einherjar.
Divine Frenzy: The Valkyrie can enter a Divine Frenzy 1/day per three levels in Valkyrie. While in the Divine Frenzy, the Vakyrie gains a +4 morale bonus to Strength, Dexterity, Constitution, and Charisma, but takes a –2 penalty to AC because the Frenzy makes her reckless. This power comes at a price, however. Each round that the Valkyrie keeps this ability active, she must sacrifice a cumulative amount of spell levels equal to the number of rounds that the power has remained active (so a 1st-level spell during the first round, and a 2nd-level spell during the second round, and so on).
Pegasus Mount: A 3rd-level Valkyrie gains a loyal Celestial Pegasus as a mount. This ability otherwise works similarly to your favourite version of the Paladin Special Mount ability (either the summoning one from 3.5 or the old one) with the Valkyrie's effective Paladin level equal to her class level in Valkyrie.
Weapon of the Deity: As Weapon of the Gods, only the total bonus is +5.
Celestial Frenzy: This enhanced form of Divine Frenzy gives the Valkyrie a +6 morale bonus to affected ability scores, a –4 penalty to AC, and requires the sacrifice of a cumulative amount of spell levels equal to twice the number of rounds that the power has remained active (so a 2nd-level spell on the first round, a 4th-level spell on the second round, and so on).
Warcry of Asgard: The Valkyrie can choose to bellow a mighty warcry that rings with the power of Asgard as she enters into her Celestial Frenzy. This causes all of her allies in a 10 foot radius to gain the effects of Divine Frenzy, if they so choose. However, it requires the expenditure of a cumulative amount of spell levels equal to four times the number of rounds that it has remained active (so a 4th-level spell on the first round, 2 4th-level spells on the second round, and so on).
Weapon of the Aesir: As Weapon of the Gods, only the total bonus is +8.
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As I said, needlessly complicated and overpowered, but hey, it works for me!
