Shadowdancer
SOC-14 1K
Note: This Prestige Class is inspired by a paragraph in the adventure "Lords of Thunder" by William H. Keith Jr., which appeared in The MegaTraveller Journal No. 4. That paragraph is included below so that the context of the Valkyrs can be better understood.
With the pending publication of the Gateway Domain sourcebook, I hope that the information on the Valkyrs and their home system, Valkyr, has not been significantly changed to the point of rendering the Prestige Class irrelevant.
Because of its many requirements, and because its very specific and very limited game applications, I don’t anticipate this to be a Prestige Class that many players will pursue. Instead, I envision this to be a class utilized by Referees as a tough NPC class which will challenge players in Gateway Domain campaigns, particularly in mercenary campaigns.
The Valkyrs Prestige Class
Valkyr, a system that’s part of the Hochiken People’s Assembly in Gateway Sector, is a high-gravity world noted chiefly for its warrior class, the Valkyrs. Drawn exclusively from the world’s ruling elite, the Valkyrs are extensively trained from childhood in combat and raiding techniques, sabotage and special operations. The hot, thin air and high gravity has produced a strain of humans adapted to the harsh environment, stronger and with greater endurance than normal people have. The Hochiken People’s Assembly has been castigated in the past few years for conducting deliberate human genetic experiments on Valkyr in an attempt to produce a race of super warriors. The Assembly has consistently denied all such rumors, while at the same time refusing to allow outsiders to visit this world.
To become a Valkyrs, a character must meet the following requirements:
Abilities: Strength 14+, Constitution 14+, Dexterity 12+ and Social Standing 14+.
BAB: +5.
Skills: Demolitions 8+, Survival 8+, and Spot 6+.
Feats: Armor Proficiency (Medium), Armor Proficiency (Vacc Suit), Weapon Proficiency(Combat Rifleman), Weapon Proficiency (Swordsman), Endurance, Brawling, Heavy Gravity Adaptation, Nerves of Steel or Gearhead, Stealthy, Weapon Focus in at least one bladed weapon.
BAB ---------- Fort -- Reflex -- Will ---------- Special
+1/+0 --------- +2 ---- +1 ----- +0 --- Alertness, Improved Initiative, Sneak Attack +1
+2/+1 --------- +3 ---- +2 ----- +0 --- Uncanny Dodge
+3/+2 --------- +3 ---- +2 ----- +1 --- Monkey Wrench
+4/+3 --------- +4 ---- +2 ----- +1 --- Sneak Attack +2
+5/+4 --------- +4 ---- +3 ----- +1 --- Tactics I
+6/+5/+0 ------ +5 ---- +3 ----- +2 --- Ghost Walker
+7/+6/+1 ------ +5 ---- +4 ----- +2 --- Sneak Attack +3
+8/+7/+2 ------ +6 ---- +4 ----- +2 --- Opportunist
+9/+8/+3 ------ +6 ---- +4 ----- +3 --- Evasion
+10/+9/+4 ----- +7 ---- +5 ----- +3 --- Sneak Attack +4
Alertness: The individual has "eyes in the back of his head," so to speak, and is rarely surprised. The character gets a +2 bonus on all Listen checks and Spot checks.
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a grenade), she takes no damage with a successful saving throw. Evasion can only be used if the character is wearing light armor or no armor.
Ghost Walker: The character is very good at moving without making a sound, blending into the background, and generally remaining unnoticed. Add +3 to all Hide and Move Silently checks.
Improved Initiative: The character has fast or highly trained reflexes, allowing him to react more quickly than others in combat. The character gets a +4 bonus on initiative checks.
Monkey Wrench: The character is very adept at sabotaging pieces of equipment, and in using demolition charges. Add +3 to all Demolitions, T/Mechanical and T/Electronic skill checks when attempting an act of sabotage.
Opportunist: Once per round, the character can make an attack of opportunity against an opponent that has just been hit for at least 1 point of lifeblood damage. This attack counts as the character’s attack of opportunity for this round. Even a character with the Combat Reflexes feat may not make more than one Opportunist attack per round.
Sneak Attack: If a character can catch an opponent unaware or unable to defend himself(i.e., without his normal Dexterity bonus to AC; attacking from behind; a flank attack; etc.), she may strike for extra damage by targeting a vital spot. If the attack is successful, the character will inflict one extra die of damage. If a critical hit occurs, this extra damage is not multiplied. Ranged attacks can only be a sneak attack if the target is within 9 meters. The extra die of damage increases to two at fourth level, three at seventh level and four at tenth level.
Tactics I: With this ability, the character may add his Wisdom or Intelligence modifier (whichever is higher) to any small-unit initiative rolls or saving throws. Treat any negative ability modifier as +0 for purposes of this ability. A "small unit" is a team of combatants numbering from 2 to 12 troops.
Uncanny Dodge: The character gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or unaware.
Stamina Dice: d8 + Con modifier per level.
Valkyrs Class Skills:
Bluff -- Cha
Climb -- Str
Combat Engineering -- Int
Demolitions -- Dex
Driving -- Dex
Forward Observer -- Int
Gunnery -- Wis
Hide -- Dex
Intimidate -- Cha
Jump -- Str
Leader -- Int/Cha
Listen -- Wis
Move Silently -- Dex
Pilot -- Int/Dex
Sense Motive -- Wis
Spot -- Wis
Survival -- Wis
Swim -- Str
T/Communications -- Edu
T/Computer -- Edu
T/Electronics -- Edu
T/Gravitics -- Edu
T/Mechanical -- Edu
T/Medical -- Edu
T/Sensors -- Edu
Skill Points per Level: 4 + Int modifier.
With the pending publication of the Gateway Domain sourcebook, I hope that the information on the Valkyrs and their home system, Valkyr, has not been significantly changed to the point of rendering the Prestige Class irrelevant.
Because of its many requirements, and because its very specific and very limited game applications, I don’t anticipate this to be a Prestige Class that many players will pursue. Instead, I envision this to be a class utilized by Referees as a tough NPC class which will challenge players in Gateway Domain campaigns, particularly in mercenary campaigns.
The Valkyrs Prestige Class
Valkyr, a system that’s part of the Hochiken People’s Assembly in Gateway Sector, is a high-gravity world noted chiefly for its warrior class, the Valkyrs. Drawn exclusively from the world’s ruling elite, the Valkyrs are extensively trained from childhood in combat and raiding techniques, sabotage and special operations. The hot, thin air and high gravity has produced a strain of humans adapted to the harsh environment, stronger and with greater endurance than normal people have. The Hochiken People’s Assembly has been castigated in the past few years for conducting deliberate human genetic experiments on Valkyr in an attempt to produce a race of super warriors. The Assembly has consistently denied all such rumors, while at the same time refusing to allow outsiders to visit this world.
To become a Valkyrs, a character must meet the following requirements:
Abilities: Strength 14+, Constitution 14+, Dexterity 12+ and Social Standing 14+.
BAB: +5.
Skills: Demolitions 8+, Survival 8+, and Spot 6+.
Feats: Armor Proficiency (Medium), Armor Proficiency (Vacc Suit), Weapon Proficiency(Combat Rifleman), Weapon Proficiency (Swordsman), Endurance, Brawling, Heavy Gravity Adaptation, Nerves of Steel or Gearhead, Stealthy, Weapon Focus in at least one bladed weapon.
BAB ---------- Fort -- Reflex -- Will ---------- Special
+1/+0 --------- +2 ---- +1 ----- +0 --- Alertness, Improved Initiative, Sneak Attack +1
+2/+1 --------- +3 ---- +2 ----- +0 --- Uncanny Dodge
+3/+2 --------- +3 ---- +2 ----- +1 --- Monkey Wrench
+4/+3 --------- +4 ---- +2 ----- +1 --- Sneak Attack +2
+5/+4 --------- +4 ---- +3 ----- +1 --- Tactics I
+6/+5/+0 ------ +5 ---- +3 ----- +2 --- Ghost Walker
+7/+6/+1 ------ +5 ---- +4 ----- +2 --- Sneak Attack +3
+8/+7/+2 ------ +6 ---- +4 ----- +2 --- Opportunist
+9/+8/+3 ------ +6 ---- +4 ----- +3 --- Evasion
+10/+9/+4 ----- +7 ---- +5 ----- +3 --- Sneak Attack +4
Alertness: The individual has "eyes in the back of his head," so to speak, and is rarely surprised. The character gets a +2 bonus on all Listen checks and Spot checks.
Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a grenade), she takes no damage with a successful saving throw. Evasion can only be used if the character is wearing light armor or no armor.
Ghost Walker: The character is very good at moving without making a sound, blending into the background, and generally remaining unnoticed. Add +3 to all Hide and Move Silently checks.
Improved Initiative: The character has fast or highly trained reflexes, allowing him to react more quickly than others in combat. The character gets a +4 bonus on initiative checks.
Monkey Wrench: The character is very adept at sabotaging pieces of equipment, and in using demolition charges. Add +3 to all Demolitions, T/Mechanical and T/Electronic skill checks when attempting an act of sabotage.
Opportunist: Once per round, the character can make an attack of opportunity against an opponent that has just been hit for at least 1 point of lifeblood damage. This attack counts as the character’s attack of opportunity for this round. Even a character with the Combat Reflexes feat may not make more than one Opportunist attack per round.
Sneak Attack: If a character can catch an opponent unaware or unable to defend himself(i.e., without his normal Dexterity bonus to AC; attacking from behind; a flank attack; etc.), she may strike for extra damage by targeting a vital spot. If the attack is successful, the character will inflict one extra die of damage. If a critical hit occurs, this extra damage is not multiplied. Ranged attacks can only be a sneak attack if the target is within 9 meters. The extra die of damage increases to two at fourth level, three at seventh level and four at tenth level.
Tactics I: With this ability, the character may add his Wisdom or Intelligence modifier (whichever is higher) to any small-unit initiative rolls or saving throws. Treat any negative ability modifier as +0 for purposes of this ability. A "small unit" is a team of combatants numbering from 2 to 12 troops.
Uncanny Dodge: The character gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or unaware.
Stamina Dice: d8 + Con modifier per level.
Valkyrs Class Skills:
Bluff -- Cha
Climb -- Str
Combat Engineering -- Int
Demolitions -- Dex
Driving -- Dex
Forward Observer -- Int
Gunnery -- Wis
Hide -- Dex
Intimidate -- Cha
Jump -- Str
Leader -- Int/Cha
Listen -- Wis
Move Silently -- Dex
Pilot -- Int/Dex
Sense Motive -- Wis
Spot -- Wis
Survival -- Wis
Swim -- Str
T/Communications -- Edu
T/Computer -- Edu
T/Electronics -- Edu
T/Gravitics -- Edu
T/Mechanical -- Edu
T/Medical -- Edu
T/Sensors -- Edu
Skill Points per Level: 4 + Int modifier.