Valkyrie Hybrid Class is a book that presents a new class option in forms that are playable in both Pathfinder first edition and Dungeons and Dragons 5th edition games. The class is nicely adapted to the rules for both systems, including options for variations on the class, such as alternate traits for Pathfinder characters and different complementary backgrounds for D&D. This makes it a very useful tool for players or game masters who play both games. The first few pages of the book have a description of the mythology surrounding the valkyrie, and some flavorful lore that is useful easing this class into your campaign setting. The back of the book has some very useful material to guide players who choose this class, as well as a sample NPC valkyrie that DMs can use to incorporate this class in their game on the fly.
As for the class itself, Valkyries serve gods of war, guiding worthy warriors who die in glorious battle to the afterlife. As such, this is a combat-focused class that has a lot of ancillary abilties tied to life, death, and aiding their allies in battle. In Pathfinder, this translates to a hybrid class made up of elements of the barbarian (unchained version) and paladins. The Valkyrie in Pathfinder has a fairly sizable list of special abilities that include things like Deathwatch, Aid, Tongues, and even Call Lightning Storm (and a few others) as spell-like abilities. As well, Valkyries get some other nice abilities to help in combat, such as some aura abilities that grant bonuses to allies, and some smiting abilities that help them take down foes--fairly standard stuff for a paladin-like class. As to be expected for a Pathfinder class, there are also a lot of variant abilities and featured class abilities based on the character's race. As well, there are several interesting class archetypes that offer variant versions of the class--such as mounted valkyries, shield maidens, and valravn--who turn into swans. These all make for some interesting and flavorful variants on the class that bring variety to play.
The Dungeons and Dragons rules for this class are rather simpler, and offer something of a tone-down version of what you get in Pathfinder--as should be expected. The D&D rules come in the form of a archetypes that have distinct versions for both the barbarian and paladin classes. Barbarians are allowed to take the Path of the Valkyrie, and paladins may take the Oath of the Valkyrie. The barbarian version of the class tends to be a bit more on the offensive side, with a focus on abilities that target enemies, and some cool abilities, like summoning a winged mount at higher levels. Paladins who take the Valkyrie Oath also gain some advantages in combat, but are more focused on protection than their barbarian counterparts. They gain a set of special spells and abilities that largely center on protection. For example, there's the True Shield ability, which acts much like the Sanctuary spell with some added advantages, and the aura of courage, which protects allies from fear. Rules for D&D also include some other new features such as new spells, feats, and backgrounds that add some very valkyrie-like flavor to gameplay.
Both sets of rules offer us a new 'valkyrie' monster option, useful for DMs who want to use this book to challenge their players. As well, there are is a sizeable list of new magic items for both Pathfinder and D&D, which have some items that are useful not only with this class, but also in any game influenced by Norse mythology. This book is a great option for both players and dungeon masters, since it presents this well-known, and popular mythology so well and comprehensively. With the flexility this book offers, it is a great book to pick up especially if you like to play in mutliple systems.
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