Einherjar Template [Archive] - Wizards Community

Post/Author/DateTimePost
diegosephroth

09-23-07, 04:49 PM
Im dming a nordic campaign, and due to the upcomming of ragnarok and the interference of Hel, goddess of death, no more souls can return from the underworld. However, my players are all at high levels, so it is very much probable that the valkyries would choose many of them (in case of death) to serve as einherjar for helping the gods. (and therefore, that is a nice way to keep my pcs playing with theirs 30lv chars if anything happens)

however, I fought about it for a second, and was working on the idea that the einherjar should have a template of their own, with like, fear immunity, something like commune with greater spirit and so. I even though about making them all a template tecnically equal to undead, but with reversed energies. something like "your body is now only a receptacle to the god's will" and making them half-imaterial

however im not quiet good at ballacing things, so, what should I do? making a template similar to a "good side undead" would probably solve my problems, but dunno if its the right thing to do...
Malchius

09-23-07, 06:16 PM
The stats for Einherjar are in the Deites & Demigods, it may 3.0 but there's an update booklet available on Wizards.
diegosephroth

09-23-07, 10:38 PM
man those rules to advance characters into divine ranks are so complicated

what does a quasi deity (divine rank 0) character earns? And what would it be an average cr or ecl adjustment?
Orchomenos

09-24-07, 08:45 AM
I would rather see them as Outsider than Undeads.
What about the Celestial or Half-Celestial template? Or something in between, Celestial has too little, Half-Celestial too much... Check here (http://www.wizards.com/default.asp?x=dnd/sp/20040319a)to have a progression of the Half-Celestial.

I would give them the benefit of Hero's Feast each day, as well as True Resurection 1/day (self only), as long as they are in Odin's hall... Perhaps also Unseen Servant (a serving Valkyrie)?
diegosephroth

09-24-07, 07:59 PM
actually, they are the ones who were chosen by the valkyries and THEY serve the gods

however, a ressurrection 1/day while on odin's hall isn't that bad

I will work on something around +3cr
diegosephroth

09-24-07, 11:17 PM
So here it is what I came up with- It was largely based on the half-Celestial template and features, with some modifications. It is still a +4Cr template though.


Einherjar Template Class
In Norse religion the einherjar or einheriar were spirits of warriors who had died bravely in battle. The einherjar are now among the most fearsome and strong warriors of Valhalla, giving their souls and bodies to the Aesir in exchange for a chance to defend them at the Ragnarok. Half of the slain warriors are led to Valhalla, and the other half to Freya’s hall, at her care. The einherjar will stand with the forces of the Aesir at Ragnarök, when Odin will call them up to fight the forces of Hel and the giants."Einherjar" is a template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher (referred to hereafter as the base creature).


Table 1: The Einherjar


Level CR Special
1st * Blessing of the Aesir, Outsider Subtype, Undying Devotion
2nd ** Eyes of Divine, Commune with greater spirit 1/day
3rd *** Celestial Body
4th *** Protective Aura, Commune with greater spirit 2/day


Einherjar Template Class Features
All of the following are class features of the Einherjar template class.

Blessing of the Aesir: The Einherjar are always forced to hard training to perfect themselves for the end. The blessing and har training of the Aesir give them a +2 bonus to one ability score of their choice. They earn this bonus once again at each another level. An Einherjar cannot earn a bonus higher than +4 in a single ability score via this method.

Outsider Type:At 1st level, the Einherjar completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good Einherjar would be subject to the extra damage from an good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.

Undying Devotion: After the passage to Valhalla, the Einherjar get forever linked to the entity that tied her soul. This entity could by a valkyrie, a lesser god or even Odin himself. Whenever an Einherjar reaches 0 hp, his body discorporates with all its belongings, reapearing 1d4 days after at the Hall of Valhalla. Should the entity linked to the Einherjar die by any means, he and all other Einherjar linked to him will permanently perish. However, such a close touch with death and spirits have made the Einherjar immune to fear and death effects.

Eyes of Divine: The eyes of the Aesir are always turned to those bravest warriors. Three times per day, and Einherjar can call upon the help of his gods and earn a +5 sacred bonus on a roll of his choice.

Commune with greater spirit: The Einherjar are forced to hear and obbey the orders of those who their souls are linked. Therefore, even beyond far distances, they learn to hear the whispers of the Aesir. The Einherjar can cast the spell Commune as a supernatural ability a number of times per day as indicated on the class.

Celestial Body: As they lessen their physical bound to the material world, the Einherjar's body become a vessel to the Aesir's will. They become immune to poison and disease, and earn resistance 10 against all energy types.

Protective Aura: The Einherjar are protected by a tangible aura of energy that comes directly from the Aesir's divine power. Three times per day, as a swift action, the einherjar can activate a divine ward that lasts for a full minute, providing a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Einherjar. It also functions as a magic circle against evil/chaos/law/good(alignment opposed to the einherjar) effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals the Einherjar’s HD). This aura can be dispelled, but the Einherjar can create it again as a free action on its next turn. A neutral einherjar must choose wheter to activate a good or evil ward.
Morka

09-25-07, 10:52 AM
This is not clearly stated, but it seems to apply only to creature with a Good alignment, unless it turns the alignment to Good? You should perhaps make it clear. Will they gain the Good subtype as well?

Outsider Type:At 1st level, the Einherjar completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good Einherjar would be subject to the extra damage from an good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
Do they recalculate their saves, skills, and BAB? I suggest that no, just as the Half-Celestial.
diegosephroth

09-25-07, 10:02 PM
I made the ward effective against all alingments, but with limited uses per day.

The idea is that the einherjar could be of any one alingment, since the Aesir are not all good. Their only requisite is to be strong enought to help against the giants(maybe CR 10+)

And no. No recalculations on CR and other stuff.