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| AdenThornwood12-27-07, 01:35 PM | These two prestige classes are exclusive to my campaign setting (http://forums.gleemax.com/showthread.php?t=970507). Valkyrie Of Hope / A mortal goddess under the service of the goddess Hope. Requirements; - Base Attack Bonus; +10. - Skills; Knowledge (religion) 5, Diplomacy 10. - Only available to those with paladin class levels. - Only available to females. - Must follow the deity Hope. Hit Die; d10. Skill Points at Level; 2 + Int Modifier Weapon And Armor Proficiency; The valkyrie of hope has no additional weapon or armor proficiencies. Class Skills; The valkyrie of hope's class skills include Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +2 Overwhelming aura of good 2nd +2 +3 +0 +3 +1 level of existing divine spellcasting class 3rd +3 +3 +1 +3 +1 level of existing divine spellcasting class 4th +4 +4 +1 +4 +1 level of existing divine spellcasting class 5th +5 +4 +1 +4 +1 level of existing divine spellcasting class Overwhelming Aura Of Good(Ex); At level 1, a valkyrie of hope counts as having an overwhelming aura of good. This replaces any other auras of good a character may have, especially those from cleric or paladin class levels. Spells per Day; When a new valkyrie of hope level is gained, the character gains new spells per day as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of valkyrie of hope to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before she became a valkyrie of hope, she must decide to which class she adds each level of valkyrie of hope for the purpose of determining spells per day. Adventuring Warlord / A mighty leader who leads his allies into battle with great ferocity. Requirements; - Base Attack Bonus; +6 - Feats; Leadership, Weapon Focus Hit Die; d8. Skill Points at Level; 2 + Int Modifier Weapon And Armor Proficiency; The warlord of Casarei gains proficiency with all martial weapons if he did not have them before. He gains no additional armor proficiencies. Class Skills; The warlord of Casarei's class skills include Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Battle command, Improved Initiative 2nd +2 +3 +1 +1 Battle command 3rd +3 +3 +1 +1 Battle command 4th +4 +4 +2 +2 Battle command 5th +5 +4 +2 +2 Battle command Improved Initiative; At level 1, the warlord gains Improved Initiative as a bonus feat. Battle Commands; At his 1st level and every level afterward, the warlord may choose from one of the following special abilities. A warlord can only use a battle command as long as one isn't already in use. A battle command is deactivated by using a different battle command or by resting. Activating a battle command counts as a free action, but the character must use it at the beginning of their round for it to take effect. A battle command do not affect a character who cannot hear. Defensive Formation (Ex); All allies gain a +1 dodge bonus to AC as long as they remain within 120 feet of the warlord. This battle command may be taken more than once for an additional +1 dodge bonus to AC for all allies. Offensive Formation (Ex); All allies gain a +1 bonus to their melee attack roll as long as they remain within 120 feet of the warlord. This battle command may be taken more than once for an additional +1 bonus to damage rolls for all allies. Shooting Formation (Ex); All allies gain a +1 bonus to their ranged attack roll as long as they remain within 120 feet of the warlord. This battle command may be taken more than once for an additional +1 bonus to their ranged attack roll for all allies. Charging Formation (Ex); All allies gain an additional +2 bonus to their attack roll on attacks made during a charge as long as they remain within 120 feet of the warlord. Flanking Formation (Ex); All allies gain an additional +2 bonus to flanking an enemy as long as they remain within 120 feet of the warlord. Holding Formation (Ex); All allies gain +1 to all saving throws as long as they remain within 120 feet of the warlord. Rally (Ex); All allies under unfavorable conditions (dazzled, blinded, entangled, etc.) gain a +1 bonus to their attack roll or their AC, depending on what kind of penalty they have incurred from their condition. They remain with this bonus until they somehow get rid of their condition. Examples Of Adventuring Warlords; Alexander The Great (historical), King Leonidas ("300"/historical) |
| Talisman12-27-07, 04:40 PM | I truly don't see the point of the valkyrie of hope. It's the paladin chassis (d10 HD, full BAB, good Fort) with good Will saves. From a cleric perspective, it's a way to pick up some BAB...but overall, it's very bland. Needs some class abilities. I like the warlord. Good fighter/leader class. A couple of points: IMO it should ge Bluff, Gather Information and Sense Motive as skills. It's only 1/2 about fighting, and 1/2 about bossing people around. Make initiating the battle commands a swift action, just for clarity How long does each battle command last? X number of rounds? The duration of the encounter? Forever? If I, as a warlord, use defensive formation and then go to sleep, do my loyal minions keep the +1 AC bonus all night, as long as they stay within 120' of me? You might consider throwing an extra bonus feat in at 3rd and 5th levels. The battle commands are cool, but kind of underpowered by themselves. |
| DarkRhystar12-27-07, 05:45 PM | Valkyrie of Hope is pretty bad. Let's compare... Paladin 15/Valkyrie of Hope 5 +1 Fortitude Saves +3 Will Saves Overwhelming Aura of Good Paladin 20 +1 Remove Disease use per week +1 Smite Evil use per day +1 Caster Level +1 Level 3 Spell +5 damage per Smite Evil use +5xCharisma additional Lay on Hands healing +5 Turn Undead level +15 Skill Points (not spent on Pre-reqs) No deity restriction No gender restriction Valkyrie of Hope needs some rethinking if it's going to even be on par with a pure Paladin (and that isn't saying much...). |
| Talisman12-27-07, 06:22 PM | Paladin 20 +1 Caster Level Actually, it's a wash..a paladin's caster level is equal to 1/2 their class level. Therefore, +5 pally levels = +2 caster levels (rounded down from 2 1/2). +5 VoH levels = +4 caster levels...but since you'll be advancing your paladin spellcasting, each "divine spellcasting level" actually = 1/2 caster level, for a total of 2 CL. |
| DarkRhystar12-27-07, 07:18 PM | Actually, it's a wash..a paladin's caster level is equal to 1/2 their class level. Therefore, +5 pally levels = +2 caster levels (rounded down from 2 1/2). +5 VoH levels = +4 caster levels...but since you'll be advancing your paladin spellcasting, each "divine spellcasting level" actually = 1/2 caster level, for a total of 2 CL. Actually, it's not. The caster levels stack so it's essentially 19/2 versus 20/2 (9 vs 10). |