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Prestige Class Valkyrs Kommando (revised)

Shadowdancer

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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.
 
Valkyr 1709 BA598FE-B 913 Ho K0 V is what I found when looked in the Gateway Domain book (Well worth the $10). It is still part of the Hochiken People's Assembly, who are being expansionist bad boys in the Current OTU. You certainly have a class of bada**es to lead that kind of expansion.
 
I also looked a bit at the class you propose and the 4 skill points per level is high. For a combat monster of this sort perhap 2-3 skill points per level is more balanced?
 
Valkyrs are extensively trained from childhood in combat and raiding techniques, sabotage and special operations.
If they`re trained from childhood then how can this be a Prestige class? Most charecters can`t enter a Prestige class untill about level 6. It would be kind of hard to give them a life times worth of training at that point.
 
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.

Feats that affect two skills usually only add a +2 to each skill per receipt of the feat.

Skills: Demolitions 8+, Survival 8+, and Spot 6+.

For most D20 Products, skills are listed by Rank, not total modified level. You should specify that.

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.

Feats that affect three skills usually only add a +1 to each skill per receipt of the feat. Perhaps because of the focus of the feat on sabotage only that could be raised to +2 per skill.

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


Generally advanced or prestige classes list the BAB with the progression starting at +1. If previous classes raise this above 6 then it is up to the player to track that. Also this class has locked the feats in pretty tight for the player. Often an advanced class will offer a bonus feat every couple of levels that the players can choose for themselves. This limit may be appropriate for the idea you have in mind for these high grav warriors.

You have 4 class skills that are Int based, 7 that are Edu based, and 5 that are Wis based. Given that none of those are prerequisite for the class and they make up 16/25 of the total skills available, these class “essential” skills will likely suffer compared to the 9/25 skills that are favored for entry to the class.

I am also giving the big hairy eyeball to those 3 feats at "1st" level in this prestige class. Not sure about that, but I do not have my books present.
 
crunchy numbers aside (FF is prolley on da money paraquat J..), looks like a nice *bad*ss sorta company from the Hochiken People's republic. (Hi grav totalitarian Hi Gee BMF's! Whoo hoo).

nice work. ;) :cool: :cool: :cool: :cool:
 
Revised Version

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 Kommando 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 Kommando 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.

In the Valkyrs' military, the Kommando is the elite of the elite. The Valkyrs take their best soldiers and marines, individuals who have proven themselves in combat, and place them into special units which receive even more specialized and rigorous training.

To become a Valkyrs Kommando, a character must meet the following requirements:
Abilities: Strength 14+, Constitution 14+, Dexterity 12+, Wis 10+, Education 12+ and Social Standing 14+.
BAB: +5.
Skills: Demolitions 8 ranks, Survival 8 ranks, and Spot 6 ranks.
Feats: Armor Proficiency (Medium), Armor Proficiency (Vacc Suit), Weapon Proficiency(Combat Rifleman), Endurance, Brawling, Nerves of Steel or Gearhead, Stealthy, Alertness.
Special: Must be born and raised on the world Valkyr. Must successfully complete at least one duty assignment of Police Action, Counter Insurgency or Raid.

BAB ------- Fort -- Reflex -- Will ---------- Special
+1 --------- +2 ---- +1 ----- +0 --- Improved Initiative, Sneak Attack +1
+2 --------- +3 ---- +2 ----- +0 --- Uncanny Dodge
+3 --------- +3 ---- +2 ----- +1 --- Monkey Wrench
+4 --------- +4 ---- +2 ----- +1 --- Sneak Attack +2
+5 --------- +4 ---- +3 ----- +1 --- Tactics I
+6 --------- +5 ---- +3 ----- +2 --- Ghost Walker
+7 --------- +5 ---- +4 ----- +2 --- Sneak Attack +3
+8 --------- +6 ---- +4 ----- +2 --- Opportunist
+9 --------- +6 ---- +4 ----- +3 --- Evasion
+10 -------- +7 ---- +5 ----- +3 --- Sneak Attack +4

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 +2 to all Hide and Move Silently checks. This stacks with bonuses received from the Stealthy feat.

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 +2 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. If the character receives Sneak Attack extra damage dice from another feat or class ability, the extra damage dice from this prestige class stack with those.

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 Kommando 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: 3 + Int modifier.
 
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