Valkyrie (Pathfinder 2e)
Ancestry Feats

In addition to the Ancestry feats from your chosen Ancestry, you have access to the following Ancestry feats. These feats represent an ability you had in your former life:

Touch of Vitality
Feat 1
You gain Infuse Vitality or Heal as an innate spell. This spell may be cast once per day, and is heightened by +1 for each Valkyrie ancestry feat of 5th level or higher you have, to a max of 3rd rank.
Eye of the Raven
Feat 5
You gain Augury or Status as an innate spell. This spell may be cast once per day, and is heightened by +1 for each Valkyrie ancestry feat of 9th level or higher you have, to a max of 4th rank.
Ravenspeaker
Feat 5
You are able to communicate with ravens. You also gain the service of a Raven familiar (see rules for familiars).
Safe Passage
Feat 9
You gain Sanctified Ground or Wanderer's Guide as an innate spell. This spell may be cast once per day.
Recall the Fallen
Feat 13
Reaction Divine Healing Necromancy
Trigger: An ally within 60' who isn't a construct or undead is reduced to 0 Hit Points and their dying value is 2 or less.

Instantly restore 5d8 hitpoints to the target.
Usable once per day.
Storm of Battle
Feat 13
2 Actions Divine Evocation Electricity Focus
You aim your weapon into the air, unleashing a massive storm in a 30' burst centered on you. Spears of energy rain down upon enemies in the area, dealing 6d8 electrical damage.

Enemies may attempt a basic Reflex save vs your spellcasting DC. This ability does not affect allies or bystanders.

Heightened +1: Increase the damage by 1d8.
Divine Herald
Feat 17
Your Gift of the Aesir now lasts 1 hour per use.
Your base movement speed increases by 5'.
Class Feats

The feats listed below are available to Valkyries as a Class feat. Note that several of these feats share the same name as some Fighter feats, but may have slightly different requirements or benefits when used by a Valkyrie.

Graceful Strike
Feat 1
1 Action Exalted
Make a melee or ranged Strike. On failure, this attack does not count towards your multiple attack penalty.

Exalted:
This Strike gains a +1 circumstance bonus to hit.
Combat Assessment
Feat 1
1 Action
With a weapon in your Signature Weapon group, make a Strike at target within reach, or within your ranged weapon's first range increment.

On a hit, you may immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to this ability for 1 day.
Shield Block
Feat 1
Reaction
Trigger: While you have your shield raised, you would take damage from a physical attack.

Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Point Blank Stance
Feat 1
1 Action Stance
When using a ranged Volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait.

When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
Reactive Shield
Feat 1
Shieldmaiden Reaction
Trigger: An enemy hits you with a melee Strike, and you are wielding a shield.

You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Assisting Shot
Feat 1
Huntress 1 Action Press
Make a ranged Strike.

If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Brutish Shove
Feat 1
Vanguard 1 Action Press
Make a Strike with a two-handed melee weapon.

If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit).

If you move to follow the target, your movement doesn’t trigger reactions.

◄ Level 1 Back to Top Level 4 ►
Sacred Charge
Feat 2
2 Actions Open Flourish
Stride twice, then perform a melee Strike.
You enter a state of Grace, even if the Strike misses.
Unbalancing Strike
Feat 2
1 Action Exalted
Make a melee Strike. If this Strike deals damage, the target becomes off-guard until the end of your next turn.

Exalted:
On success, this Strike also knocks the target prone unless the target succeeds on a basic Reflex save vs your class DC.

Add 1/2 your CHA bonus (rounded up) as a circumstance bonus to the DC.
Fearsome Assault
Feat 2
1 Action Exalted Emotion Fear Mental
Make a melee or ranged Strike. If this Strike deals damage, the target is Frightened 1 (Frightened 2 on crit).

Exalted:
The target cannot reduce the inflicted condition on their next turn unless they succeed on a basic Will save vs your class DC.

Add 1/2 your CHA modifier (rounded up) as a circumstance bonus to the DC.
Anticipation
Feat 2
You may draw a weapon as a free action at the start of your turn.
Lunge
Feat 2
1 Action
Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.

If the weapon has the Disarm, Shove, or Trip trait, you can use the corresponding action instead of a Strike.
Bulwark
Feat 2
Shieldmaiden
The hardness of your shield increases by 2 points. It increases by another 1 point at 6th, 10th, 14th, and 18th levels.
Deft Reposition
Feat 2
Vanguard 1 Action Press
Make a melee Strike with Spear or Polearm.

If you hit and the target is your size or smaller, you may immediately attempt an Athletics check to Reposition that target as part of the Strike, using the same Multiple Attack Penalty as the Strike. This Reposition attempt does not require a free hand, and does not count against your multiple attack penalty.
Hindering Shot
Feat 2
1 Action Huntress Exalted
Make a ranged Strike. If this Strike deals damage, the target becomes off-guard until the end of your next turn.

Exalted:
On success, the target suffers a -10 penalty to their movement speed until the end of your next turn, unless they succeed on a basic Fortitude save vs your class DC.

Add 1/2 your CHA modifier (rounded up) as a circumstance bonus to the DC.

◄ Level 2 Back to Top Level 6 ►
Intervene
Feat 4
Reaction
Trigger: An opponent targets an ally within 15' of you with a Strike or targeted spell.
Requires: You are wielding a melee weapon or shield.

You immediately take up to a 10' Step toward the targeted ally to protect them, granting them a +1 circumstance bonus to their AC or saving throw vs the triggering action. If you are wielding a shield or a weapon with the Parry trait, the circumstance bonus increases to +2.

You must be adjacent to your ally at the end of your Step for them to gain the benefits.
Retribution
Feat 4
Reaction
Trigger: An opponent damages you or an ally within 15' of you with an attack or spell.
Requires: You are wielding a melee weapon or a ranged weapon that is loaded or has Reload 0.

If the triggering opponent is within reach of your melee weapon, or within the first range increment of your ranged weapon, immediately make a Strike against them with your weapon.

You take a -2 circumstance penalty to hit on this Strike if the opponent is further than 30' from you.
Deflecting Shot
Feat 4
Reaction
Trigger: An opponent within your ranged weapon's first range increment targets you with a Strike or spell attack, and you can see that opponent.
Requires: You are wielding a ranged weapon that is loaded or has Reload 0.

Immediately attempt a ranged Strike against the triggering opponent. On success, the opponent takes no damage, but they take a -2 circumstance penalty on the triggering attack.
Nimble Shield Hand
Feat 4
Shieldmaiden
The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields.
Shielded Stride
Feat 4
Shieldmaiden
When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes).

You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
Break the Line
Feat 4
Vanguard 2 Actions
Requirements: You are wielding a melee weapon in two hands.

You attempt to Shove up to 3 creatures adjacent to you, rolling a separate Athletics check for each target.

You may then Stride up to half your movement speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved.
Powerful Shove
Feat 4
Vanguard
Requires: Brutish Shove

You can use Brutish Shove against a creature up to two sizes larger than you.

When a creature you Shove or knock back has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).
Double Shot
Feat 4
Huntress 2 Actions Flourish
Make two Strikes with a ranged weapon with Reload 0, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Running Reload
Feat 4
Huntress 1 Action
Stride, Step, or Sneak, then Interact to reload.

◄ Level 4 Back to Top Level 8 ►
Gimpse of the Past
Feat 6
You recall some bits of memory from your former life, enabling you to access abilities you once posessed.

Choose a feat from the list of Valkyrie Ancestry feats of 5th level or lower.
Advanced Weapon Training
Feat 6
You gain proficiency with all advanced weapons in your Signature Weapon group as if they were martial weapons of their weapon group.
Press the Advantage
Feat 6
1 Action Exalted
Make a Strike against a creature which is currently affected by a condition you inflicted.

You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands.

Exalted:
If the qualifying condition has a duration, extend the duration by 1 round.
If it has a value (such as Frightened 1), the value cannot be reduced below 1 during the target's next turn.
Disarming Stance
Feat 6
1 Action Stance
Requirements: You are wielding a weapon from your Signature Weapon group.

While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm, and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Shatter Defenses
Feat 6
1 Action Press
Make a melee Strike against a Frightened creature.

If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.
Shield Slam
Feat 6
Shieldmaiden 1 Action Exalted
Make a melee Strike with your shield.

If the Strike deals damage, the target must make a basic Fortitude save vs your Class DC, or they become Stunned 1 (Stunned 3 on a critical failure). This save has the Incapacitation trait.

Exalted:
You gain a circumstance bonus to the DC of the save equal to 1/2 your CHA modifier (rounded up, minimum 1).
Reflexive Shield
Feat 6
Shieldmaiden
When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.

In addition, damage you take as a result of a Reflex save can trigger your Shield Block reaction, even if the damage isn’t physical damage.
Shield Warden
Feat 6
Shieldmaiden
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Inspiring Charge
Feat 6
Vanguard 2 Actions Open Flourish Visual
Stride, then make a melee Strike.

If the Strike damages your target, you and your allies within 60' who witnessed the Strike gain a +1 circumstance bonus to hit and Will saves (+2 on crit). The bonuses last until the end of your next turn.
Sweeping Strikes
Feat 6
Vanguard 2 Actions Flourish
Requires: You are wielding a weapon in 2 hands.

Make a melee Strike against two opponents within reach who are adjacent to each other.

This counts as 2 attacks towards your multiple attack penalty, but the penalty does not increase until after making both attacks.
Parting Shot
Feat 6
Huntress 2 Actions
Step, then make a ranged Strike with a Bow or Crossbow that is loaded or has Reload 0. Your target is off-guard to this attack.
Crossbow Expertise
Feat 6
Huntress
Requires: You have selected Crossbows as your Signature Weapon group.

Immediately following a critical strike with a crossbow, you may Interact to reload as a free action.

That target is off-guard against your next crossbow Strike made in the same turn.

◄ Level 6 Back to Top Level 10 ►
Crippling Strike
Feat 8
1 Action Exalted
Choose one of the listed conditions below, then make a melee or ranged Strike. If it deals damage, you inflict the target with the chosen condition until the end of your next turn:
Enfeebled 1 (Enfeebled 2 on crit)
Stupified 1 (Stupified 2 on crit)
Clumsy 1 (Clumsy 2 on crit)
Exalted:
The target must make a basic save vs your class DC (Fortitude for Enfeebled, Will for Stupidifed, Reflex for Clumsy).
If they fail, the inflicted condition cannot be reduced below 1 for the next 1 minute.

Add 1/2 your CHA modifier (rounded up) as a circumstance bonus to the DC.
Radiant Strike
Level 8
1 Action Exalted Visual
Make a melee or ranged Strike. If the strike deals damage, you unleash a bright flash of light against your target.

The target is Dazzled until the end of your next turn unless they make a Fortitude save vs your class DC. If they critically fail, they are instead Blinded until the end of your next turn.

This effect has the Incapacitation trait, and the target cannot be affect by this ability again for 1 minute.

Exalted:
Add 1/2 your CHA modifier (rounded up) as a circumstance bonus to the DC.
Felling Strike
Feat 8
2 Actions
Make a melee or ranged Strike at a flying target in range of your weapon.

If it hits and deals damage, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.

If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Sudden Leap
Feat 8
2 Actions
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.

Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

Special: If you have Felling Strike, this Strike gains the benefits listed in that feat. This doesn’t change the number of actions required for Sudden Leap.
Destructive Block
Feat 8
Shieldmaiden
When you Shield Block, you may choose to reduce the damage to yourself by twice the shield's Hardness. If you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness).

You can't use Destructive Block if your shield can't be broken or destroyed.
Quick Shield Block
Feat 8
Shieldmaiden
At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Disarming Block
Feat 8
Shieldmaiden Free Action
When you Shield Block a melee Strike made with a held weapon, you may attempt to Disarm that weapon. This action does not require a free hand.
Rallying Cry
Feat 8
Vanguard 2 Actions Exalted Auditory
Make a melee Strike. If it deals damage, rally one ally within 60' who has an available reaction. That ally may use their reaction to immediately Stride or Strike.

Exalted: Rally an additional ally within 60' who has an available reaction. They may use their reaction to immediately Stride.
Positioning Assault
Feat 8
Vanguard 2 Actions Flourish
Make a Strike with a 2-handed melee weapon. If you hit, you Reposition the target 5 feet.
Disorienting Opening
Feat 8
Vanguard Huntress
When you successfully hit with the Retribution or Deflecting Shot reactions, that creature becomes off-guard until the start of your next turn.
Glorious Aim
Feat 8
Huntress 2 Actions Open Flourish
Make a ranged Strike. You gain a +2 circumstance bonus to the attack roll. This attack ignores the Concealed condition, and the flat check to hit a Hidden target is reduced to 5.
Triple Shot
Feat 8
Huntress
Requires: Double Shot

When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4.

All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
Mobile Hunter
Feat 8
Huntress 1 Action Stance
While you’re in this stance, your ranged Strikes don’t trigger reactions that are triggered by a ranged attack.

Special:
If you have the Deflecting Shot feat, it can now be triggered if an opponent targets an ally with a Strike or spell attack.
Both the opponent and your ally must be within your ranged weapon's first range increment.

◄ Level 8 Back to Top Level 12 ►
Tactical Insight
Feat 10
When you trigger the extra effect on an Exalted ability, you gain the use of an additional reaction until the start of your next turn.
Guided Strike
Feat 10
1 Action Exalted
Make a Strike with a weapon in your Signature Weapon group. If the Strike misses, your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and other special abilities, in addition to weapon damage dice.)

Exalted:
You gain a circumstance bonus to damage to this Strike equal to 1 plus 1/2 your CHA modifier (rounded down).
This bonus damage applies even on a miss.
Relentless Assault
Feat 10
1 Action Exalted
Make a Strike with a weapon in your Signature Weapon group.

If the Strike deals damage, make a 2nd Strike against the same target. You apply your multiple attack penalty as normal to these Strikes.

Exalted:
You gain a circumstance bonus to damage on each of these Strikes equal to 1 plus 1/2 your CHA modifier (rounded down).
Dazzling Display
Feat 10
1 Action
Requires: Expert in Intimidation

You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes.

Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks.

Regardless of the results of your checks, each creature is then temporarily immune to this ability for 1 minute.
Shield Salvation
Feat 10
Shieldmaiden
If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead.

Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next daily preparations.
Quick Reversal
Feat 10
Shieldmaiden Vanguard 1 Action Flourish Press
Requires: You are flanked by at least two oponnents.

Make a melee Strike against one of the flanking opponents, then make a second Strike with the same weapon or unarmed attack against a different opponent that is flanking you.

This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.
Disrupting Stance
Feat 10
Shieldmaiden Vanguard 1 Action Stance
As long as you are in this stance, you gain the following:
  • Your Retribution reaction can now be triggered by actions with the Manipulate trait.
  • Your Intervene can be used to perform a melee Strike with your shield. If you do, your ally does not receive the bonus to AC and saves.
If you score a critical hit with either reaction, and the triggering action had the Manipulate trait, you disrupt the triggering action.
Debilitating Shot
Feat 10
Huntress 1 Action Exalted
Make a ranged weapon Strike. If it hits and deals damage, the target is Slowed 1.

At the end of each of the target's turns, they may attempt a basic Fortitude save vs your class DC to clear the condition.

Exalted:
You gain a circumstance bonus to the DC equal to 1/2 your CHA modifier (rounded up).
Fleeting Shot
Feat 10
Huntress
Requires: Parting Shot
Your Parting Shot now allows you to Step up to 10 feet.

◄ Level 10 Back to Top Level 14 ►
Rememberance
Feat 12
You recall more bits of memory from your former life, enabling you to access abilities you once posessed.

Choose a feat from the list of Valkyrie Ancestry feats of 9th level or lower. You must meet any other requirements of the selected feat.
Inspiration
Feat 12
When you critically succeed at a Will save against an opponent’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute.

These benefits are doubled if you critically succeed against a fear effect.
Dashing Strike
Feat 12
1 Action Exalted
Stride up to your Speed, then make a melee Strike against an enemy now within reach.

You can use this ability while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Exalted:
Gain a 5-foot circumstance bonus to your speed for this movement, and this movement does not trigger reactions.
Springing Strikes
Feat 12
1 Action Stance
Requires: Lunge

While you are in this stance and wielding a melee weapon, you may apply the benefits of your Lunge feat to any attack made with a melee weapon, but at a -2 circumstance penalty to hit.

If you are Master rank in Athletics or Acrobatics, this penalty is reduced to -1.
Mirror Shield
Feat 12
Shieldmaiden Reaction
Trigger: An opponent critically fails a spell attack against you, and your shield is raised.

Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead.

If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
Shockwave
Feat 12
Vanguard 3 Actions Open Flourish
You unleash an attack that produces a concussive wave capable of knocking nearby enemies off their feet.

Strike an opponent within reach. Then attempt a Trip against that target and up to 2 additional opponents adjacent to your target. These attempts do not require a free hand.

This counts as three attacks toward your multiple attack penalty, but you do not apply the penalty until after completing all attempts.

Opponents larger than you can be affected, but gain a +1 circumstance bonus to their saves vs the Trip for each size category larger than you.
Improvised Defense
Feat 12
Vanguard Huntress 1 Action Stance
While in this stance and wielding a weapon from your Signature Weapon group, your weapon counts as having the Parry trait.

You may use the Parry action as a reaction when targeted by a Strike or spell attack.

◄ Level 12 Back to Top Level 16 ►
Opening Stance
Feat 14
Free Action
At the start of combat, you may use an action that has the Stance trait.
Desperate Finisher
Feat 14
Reaction
Trigger: You complete the last action on your turn, and your turn has not ended yet

You throw everything you have into one last, reckless press. Use a single action that you know with the Press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.
Determination
Feat 14
1 Action
Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank is equal to half your level, rounded up, and you attempt a Will save as your counteract check).

This doesn’t remove any Hit Point damage you already took from the spell or condition, and it removes the effect from only you, not from other creatures or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions occurring automatically due to your situation or positioning (such as prone or flanked).

Usable once per day.
Whirlwind Strike
Feat 14
3 Actions Flourish
Make a melee Strike against each enemy within your weapon's melee reach.

Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
Paragon's Guard
Feat 14
Shieldmaiden 1 Action Stance
While in this stance and wielding a shield, you constantly have your shield raised as if you’d used the Raise a Shield action.
Flinging Shove
Feat 14
Vanguard
Requires: Brutish Shove

Increase the distance you Shove your opponent with Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
Empowered Shots
Feat 14
Huntress 1 Action Divine Focus
Choose either Cold Iron or Silver.
For the next 1 minute, ranged attacks with your Signature Weapon count as that material for purposes of creatures' weaknesses.

At 18th level, add Adamantine to your list of choices.

◄ Level 14 Back to Top Level 18 ►
Master of Many Styles
Feat 16
Free Action
At the start of each of your turns, you may use an action that has the Stance trait.
Shield of Grace
Feat 16
Shieldmaiden
Requires: Shield Warden.

Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.
Overwhelming Blow
Feat 16
Vanguard 3 Actions
You throw your weight into a powerful attack that leaves you vulnerable.

Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty.

If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12 trait (this replaces any deadly trait it already has).

Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.
Multishot Stance
Feat 16
Huntress 1 Action Stance
Requires: Triple Shot; You are wielding a ranged weapon with reload 0

While you are in this stance, your penalty for Double Shot is reduced to –1. When you use Double Shot to make three Strikes, the penalty is –2.

If you move from your position, this stance ends.

◄ Level 16 Back to Top Level 20 ►
Divine Inheritance
Feat 18
You recall the last bits of memory from your former life, enabling you to access the most powerful abilities you once posessed.

Choose a feat from the list of Valkyrie Ancestry feats of 17th level or lower.
Stalwart Essence
Feat 18
Shieldmaiden 2 Actions Divine Focus
You channel a portion of your essence into your shield to repair 1/2 of the damage it has taken (rounded down).
This cannot be used on a shield that is Broken or Destroyed.
Into the Fray
Feat 18
Vanguard 1 Action Stance
While in this stance, your Strikes with a weapon in your Signature Weapon group critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.

This stance ends if you are knocked prone or stunned.
Impossible Volley
Feat 18
Huntress 3 Actions Flourish
Requires: You are wielding a ranged weapon with the Volley trait and Reload 0.

Make a Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Piercing Shot
Feat 18
Huntress 3 Actions Flourish
Requires: You are wielding a loaded crossbow.

You channel your essence into a powerful shot capable of piecing straight through multiple targets in a straight line.

Make a ranged Strike at each target within 120' in a straight line from you (each occupied square the line passes through counts).

Each Strike beyond the first takes a cumulative -1 penalty to hit.

This counts as 3 attacks toward your multiple attack penalty, but you do not increase this penalty until you have made all your attacks.

◄ Level 18 Back to Top ◄ Level 18
Chooser of the Slain
Feat 20
Requires: You must be in service to a deity with a similar alignment or ethos.

You embrace your role from your former life, serving as an emmisary between the living and dead, and helping to prepare for the war to come at the end of the Multiverse.

You can detect the souls of those recently slain in combat, and are able to transform them into Einherji. You must spend 10 minutes praying over the body of a creature who has been dead for no more than 12 hours. The creature must have an alignment or ethos compatible with you or your deity, and cannot be opposed to your own alignment or ethos.

If that creature is willing and worthy (at the GM's discretion*), you reunite the creature's body with its soul, transforming it into an Einherji and giving it outsider trait(s) as appropriate to its alignment, ethos, and/or deity. Creatures transformed this way retain the level, stats, and abilities they had in life.

If you immediately release the Einherji to the afterlife, you gain access to an Awakening Power of your choice until your next daily preparations. If the power you chose is a Boon, the Boon granted may be either from yours or the creature's deity. You cannot gain more than 1 Awakening power per day this way.

Otherwise, at the GM's discretion*, you may retain the service of that Einherji for up to 1 day before they depart for the afterlife. You may have only 1 Einherji in your service at a time, and cannot retain the service of a creature higher than 18th level. While in your service, the Einherji is treated as a free-willed follower (see rules for followers in the Game Mastery Guide), and they gain 2 actions when the Valkyrie uses the Issue Command action.

* Special Notes
This feat contains heavy role-playing themes and can be quite powerful. As such, the GM has final say over how to limit it, and you should talk to your GM beforehand if you want to take this feat.

NPCs and creatures that can be raised by this ability should be relevant to the adventure in some way. The GM can also treat it as a "One Last Mission" deal where the creature or npc temporarily joins the party (a common adventure element).

As an alternative, the GM could allow more frequent use of the ability, but the ability would grant a minor temporary bonus to a saving throw or skill instead of an Awakening Power.

Remember, in mythology, Valkyries only raised the greatest warriors of any given battle. A random creature or adventurer who got themselves skewered in a dungeon isn't going to be worth the attention of a higher power.
Paragon of Wrath
Feat 20
Requires: You must have an Awakening Power with the Wrath or Boon trait.

You have chosen to focus on taking the battle to your enemies. This may be for the glory of your current deity, or to spite those who exiled you so long ago.

You are permanently Quickened. This extra action may be used only to Stride or Strike.
Paragon of Fortification
Feat 20
Requires: You must have an Awakening Power with the Fortification or Boon trait.

You have chosen to become a stalwart guardian against those that would threaten the realms you serve.

The HP and BT of your equipped shield is increased by an additional 25% of its base values, and equipped weapons in your Signature Weapon group gain the Parry trait.

While parrying, you gain physical damage resistance 4.