D&D Homebrew Classes - The Valiant (Magical Girls/Power Rangers)

  A variant of the Monk and Battle Dancer classes for Dungeons & Dragons 3e/3.5 edition; created by Aboleth Eye!  This archetype was inspired by the magical girl and tokusatsu/super sentai genres, including franchises like Sailor Moon, Pretty CureCardcaptor Sakura, Super Sentai/Power Rangers, and many more!  
    As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

    Destined to battle evil in all its forms, or chosen by the forces of elemental good to protect light and harmony; the Valiants journey to face evil in all its forms.  From the most outlandish and malevolent evils of the Lower Planes, to the insidious and subtler ones infesting the Material Plane--the valiant’s body and spirit are living weapons to smite and redeem!  
    Valiants are chosen by all manner of entities to strike back against evil.  Some are born inheriting celestial bloodlines–their ancestors long ago blessed by an angel or other entity with the spark of power in their line.  Some children have their hearts inflamed by love and power upon becoming anointed in a family faith, taking on a mantle passed down through generations.  Rarely, a candidate with no historical or genetic precedent will encounter or even summon a divine messenger–some muse of goodness taking notice of their potential to face evil.  

    Children and adolescents are not the only ones who can become attuned to the elements of good.  Adults–those with experience and many choices of morality behind them–can become valiants by pacting with good-aligned creatures like archons and eladrin, or by offering a lifelong penance for past evils they committed. 
    Oftentimes, it is obscure or impossible to identify where a valiant’s spark of elemental good comes from.  Deities and outsiders of good alignment love to bless souls with great potential for goodness and righteousness, that is well-known.  Though many invest their power into mortals through favored souls, rather than the valiant’s path.  Many valiants claim they serve no specific deity or celestial entity; rather they were chosen by an ideal of some good principality.  Chosen through a messenger, a dream or even inspired by another’s act of sacrifice in the name of goodness.
    There are valiants of Justice and Integrity themselves, “chosen” after witnessing a great wrong or evil go unpunished.  Valiants of Beauty, Music and Joy go out into the world to cleanse it of evil with art, bravery and appreciation for all living things.  

    The common cause of Valiants helps them work together seamlessly when their quests align.  Evil has many forms, and there is no absolute singular path to salvation and protecting life; the valiants embrace their diverse paths and philosophies, working in tandem to save worlds through crusades big and small.

Stars (as seen from Rocky Mountain National Park)
Photo by Jeremy Thomas on Unsplash

Class Details

Alignment: Any good.

Hit Die: d8.

Class Skill Points: (4 + Int modifier) per level, quadruple for 1st level

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Special: For purposes of acquiring feats and prestige classes, consider the valiant to be the same as monks for prerequisites.  You cannot multiclass as both a valiant, monk and/or battle dancer; as they all fall under the same class archetype and their class features do not stack.

Table: the Valiant Class

Level BAB Fort Ref  Will  Special
1st +0 +2 +2 +2 Armor Class Bonus, Aura of Good, Unarmed Strike
2nd +1 +3 +3 +3 Elemental Warrior, Evasion, Resist Energy 5
3rd +2 +3 +3 +3 Fast Movement, Still Mind
4th +3 +4 +4 +4 Heart strike (magic)
5th +3 +4 +4 +4 Purity of Body
6th +4 +5 +5 +5 Elemental Fist (+1d6), Elemental Gift (Minor)
7th +5 +5 +5 +5 Wholeness of Body
8th +6/+1 +6 +6 +6 Stunning Fist
9th +6/+1 +6 +6 +6 Improved Evasion
10th +7/+2 +7 +7 +7 Elemental Fist (+2d6), Heart Strike (good)
11th +8/+3 +7 +7 +7 Diamond body, Elemental Gift (Major)
12th +9/+4 +8 +8 +8 Abundant step, Resist Energy 10
13th +9/+4 +8 +8 +8 Diamond Soul
14th +10/+5 +9 +9 +9 Elemental Gift (Master)
15th +11/+6/+1 +9 +9 +9 Elemental Fist (+3d6)
16th +12/+7/+2 +10 +10 +10 Elemental Ascension, Heart Strike (adamantine)
17th +12/+7/+2 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon
18th +13/+8/+3 +11 +11 +11 Shimmering Palm
19th +14/+9/+4 +11 +11 +11 Empty Body
20th +15/+10/+5 +12 +12 +12 Elemental Fist (+4d6), Perfect Self, Resist Energy 15


Table: Valiant Combat Abilities

Level Unarmed
Damage*
 AC Bonus  Speed Bonus
1st 1d6 +0 +0 ft
2nd 1d6 +0 +0 ft
3rd 1d6 +0 +10 ft
4th 1d8 +0 +10 ft
5th 1d8 +1 +10 ft
6th 1d8 +1 +20 ft
7th 1d8 +1 +20 ft
8th 1d10 +1 +20 ft
9th 1d10 +1 +30 ft
10th 1d10 +2 +30 ft
11th 1d10 +2 +30 ft
12th 2d6 +2 +40 ft
13th 2d6 +2 +40 ft
14th 2d6 +2 +40 ft
15th 2d6 +3 +50 ft
16th 2d8 +3 +50 ft
17th 2d8 +3 +50 ft
18th 2d8 +3 +60 ft
19th 2d8 +3 +60 ft
20th 2d10 +4 +60 ft

*The Unarmed Damage dice given are based on a Valiant of Medium size

Class Features

    All of the following are class features of the Valiant.  

Weapon and Armor Proficiency:    Valiants are proficient with all simple weapons and their unarmed strike, in addition to the kama, nunchaku, sai, siangham and war fan.  Valiants are not proficient with any armor or shields.
    
When wearing armor, using a shield, or carrying a medium or heavy load, a valiant loses their Armor Class bonus and Fast Movement.

Aura of Good (Ex):    The power of a valiant’s aura of good (see the detect good spell) is equal to their valiant class level. 

Armor Class Bonus (Ex):    When unarmored and unencumbered, the valiant adds their Charisma bonus (if any) to their AC.  In addition, a valiant gains a +1 bonus to AC at 5th level.  This bonus increases by 1 for every five valiant levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
    These bonuses to AC apply even against touch attacks or when the valiant is flat-footed.  They lose these bonuses when immobilized or helpless, when they wear any armor, when they carry a shield, or when they are burned with a medium or heavy load.

Unarmed Strike:    At 1st level, a valiant gains Improved Unarmed Strike as a bonus feat.  A valiant’s attacks may be with either fist interchangeably or even from elbows, knees, and feet.  This means that a valiant may even make unarmed strikes with both hands full.  There is no such thing as an off-hand attack for a valiant striking unarmed.  A valiant may thus apply their full Strength bonus on damage rolls for all unarmed strikes.
    
Usually a valiant’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on the attack roll.  The valiant has the same choice to deal lethal or nonlethal damage while grappling.

    A valiant’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    
A valiant also deals more damage with their unarmed strikes than a normal person would, as shown on Table: Valiant Combat Abilities - although the unarmed damage on that table is calculated for Medium valiants.   
    A Small valiant deals less unarmed strike damage than the amount given there, while a Large monk deals more damage; see Table: Small/Large Unarmed Damage below.

Table: Small/Large Unarmed Damage

Level Damage (Small) Damage (Large)
1st - 3rd 1d4 1d8
4th - 7th 1d6 2d6
8th - 11th 1d8 2d8
12th - 15th 1d10 3d6
16th - 19th 2d6 3d8
20th 2d8 4d8

Evasion (Ex):    At 2nd level or higher if a valiant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. 
    
Evasion can be used only if a valiant is wearing light armor or no armor.  A helpless valiant does not gain the benefit of evasion.

Resist Energy (Ex):    At 2nd level, a valiant gains energy resistance 5 to a single type of elemental damage.  The energy resistance is based on the choice made for Elemental Warrior above:  
    
Fire grants fire resistance, Water grants cold resistance, Air grants electric resistance, Earth resists acid damage and Song resists sonic damage.
    Resist Energy starts at 5 damage resisted per effect.  It increases to 10 at 12th level, and increases to 15 maximum at 20th level.  
    
If a valiant gains a second resistance against the same elemental type (by racial traits, magic items or class features); they may only utilize whichever is higher.

Fast Movement (Ex):    At 3rd level, a valiant gains an enhancement bonus to their speed, as shown on Table: Valiant Combat Abilities
    
A valiant in armor or carrying a medium or heavy load loses this extra speed bonus.

Still Mind (Ex):    Starting at 3rd level, a valiant gains a +2 bonus on saving throws against enchantment spells and effects.

Elemental Warrior (Ex):    Starting at 2nd level, a valiant must choose to become an Elemental Warrior of one of the following elemental energies: Fire, Water, Air, Earth or Song.  
    
This choice determines the majority of the special class abilities of the Valiant.  The element chosen dictates several special abilities and resistances the valiant will gain at each level.
    
Through a week-long ritual where the valiant meditates for 8 hours every day and undertakes no other mindful activities (such as Crafting), a valiant can change their Elemental Warrior choice once per month. 

Heart Strike (Su):    Beginning at 4th level, a valiant’s unarmed attacks are empowered with divine energy.  Their unarmed strike attacks are treated as magic weapons for the purposes of damage reduction.  Heart Strike improves with the character's valiant level.  
    
At 10th level, the unarmed attacks are also treated as good-aligned weapons for the purpose of dealing damage to creatures with damage reduction.  
    A
t 16th level, the unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Purity of Body (Ex):    At 5th level, a valiant gains immunity to all diseases except for supernatural and magical diseases.

Elemental Fist (Su):     Starting at 6th level, as a swift action you can choose for all of your unarmed melee attacks made in this 1 round to deal an extra +1d6 points of damage of elemental energy.
    
You can use this ability a number of times per day equal to your valiant class level.
    
This extra damage improves to +2d6 points at 10th level, and by another +1d6 points every five levels thereafter (+3d6 dmg at 15th, +4d6 dmg at 20th).   

  • The extra elemental energy is determined by your choice with the Elemental Warrior class feature:  
    • Fire grants fire damage dice
    • Water grants cold damage dice
    • Air grants electric damage dice
    • Earth grants acid damage dice
    • Song grants sonic damage dice

Elemental Gift (Sp):   Starting at 6th level, a valiant gains magical abilities based on their Elemental Warrior choice.   They start with 3 daily uses of Elemental Gift, and can spend one daily use to cast the listed spell effect's as a spell-like ability.  Using these abilities are a standard action unless the spell effect's normal casting time states otherwise.
    Caster Level equals class level.   
Any save DCs are Charisma-based.  
    
At 11th level, a valiant gains access to their Major Elemental Gift.  When they spend one daily use of their Elemental Gift, they may choose to cast either their Minor or Major Elemental Gift's effect.
    
At 14th level, a valiant gains access to their Master Elemental Gift.  They may now spend a daily use of Elemental Gift to activate the Minor, Major or Master effect if they so choose.

  • Elemental Warrior - Fire: 
    • Minor Burning hands
    • Major Heat metal
    • Master Fire shield
  • Elemental Warrior - Water: 
    • Minor Obscuring mist
    • Major Ice dagger
    • Master – Wall of water
  • Elemental Warrior - Air: 
    • Minor Shocking grasp
    • Major Gust of wind
    • Master Wind wall
  • Elemental Warrior - Earth: 
    • Minor Magic stone 
    • Major Earthbolt
    • Master Stone shape
  • Elemental Warrior - Song:
    • Minor Hideous Laughter
    • Major Sound lance
    • Master Shout

Wholeness of Body (Su):    At 7th level or higher, a valiant can heal their own wounds.  A valiant gains a pool of hit points equal to twice their valiant level each day.  
    As a standard action the valiant can heal themselves a number of hit points of damage, using up hit points from their daily pool.

Stunning Fist:   At 8th level a valiant gains Stunning Fist as a bonus feat. 

Improved Evasion (Ex):    At 9th level, a valiant’s Evasion ability improves.  They still take no damage on a successful Reflex saving throw against attacks, but henceforth takes only half damage on a failed save.
    
A helpless valiant does not gain the benefit of improved evasion.

Diamond Body (Su):    At 11th level, a valiant gains immunity to all poisons.

Abundant Step (Su):    At 12th level or higher, a valiant can slip magically between spaces, as if using the spell dimension door, once per day.   The caster level for this effect is one-half their valiant level (rounded down).

Diamond Soul (Ex):     At 13th level, a valiant gains Spell Resistance equal to their current valiant level + 10.  In order to affect the valiant with a spell, an enemy spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the valiant’s spell resistance. 
    
The valiant may allow the aid of allies’ spells and spell-like abilities through this resistance as a free action.

 Elemental Ascension (Ex):    Starting at 16th level, the valiant’s heart becomes a container of undiluted elemental good, granting them incredible abilities.  The specific ability gained is determined by their Elemental Warrior choice.  
    
These Elemental Gifts can be activated once per encounter as a standard action (which does not provoke attacks of opportunity).  They may use their Elemental Ascension up to three times per day.
    
Each use's effect duration lasts a number of rounds equal to half your valiant level (rounding down).

  • Elemental Warrior - Fire: When activated you gain the following benefits, similar to the heart of fire spell effect, with some unique bonuses.
    • While this ability is active you gain an additional +10 foot bonus to your base land speed.
    • You gain fire resistance 20.
    • Your unarmed strikes gain the burn special ability: on a successful attack roll your target must make a DC 14 Reflex save or catch on fire.  The fire is non-magical and burns for 1d4 rounds; multiple strikes do not stack the burn effect duration.  A burning creature can take a move action to put out the flame.
    • As a swift action you can apply the fire-based benefits of flame shield to yourself, lasting until the start of your next turn.
  • Elemental Warrior - Water:  When activated you gain the following benefits, similar to the heart of water spell effect, with some unique bonuses.
    • Swim speed equal to base land speed, plus +8 racial bonus to Swim checks.  You may take 10 on Swim checks while this ability is active.
    • Gain the ability to breathe water, as the spell water breathing.
    • +5 enhancement bonus to Escape Artist checks.
    • You gain the drench special ability: your touch instantly puts out torches, campfires, exposed lanterns, and other open sources of nonmagical flame (Large size or smaller).  You can also dispel magical fire it touches, as dispel magic (caster level equals valiant level).
  • Elemental Warrior - Air: When activated you gain the following benefits, similar to the heart of fire spell effect, with some unique bonuses.
    • You gain a +10 enhancement bonus to Jump checks.
    • You gain a fly speed equal to your base land speed with good maneuverability.
    • You may cast invisibility on yourself as an immediate action, lasting until the end of your next turn or until you break it yourself.
    • When this ability ends, as an immediate action you may cast feather fall on yourself, should you be freefalling. 
  • Elemental Warrior - Earth: When activated you gain the following benefits, similar to the heart of earth spell effect, with some unique bonuses.
    • You gain a +8 enhancement bonus on checks to resist bull rush, overrun and trip attempts.
    • You gain temporary hit points equal to twice your valiant level.
    • While this ability is active, you can activate the effects of stoneskin on yourself as a swift action, lasting until the start of your next turn.
    • You gain light fortification while this ability is active, 25% chance of negating the extra damage from critical hits and sneak attacks.  This does not stack with other forms of fortification (such as armor).
  • Elemental Warrior - Song: when activated you gain the following benefits unique to this elemental affinity.
    • Your valiant class-based bonus to Armor Class is temporarily increased by +4.
    • While this ability is active, allies within 30 feet of you gain a bonus to all saving throws equal to your Charisma modifier, as well as fast healing 1 (You are also included in these benefits).  
    • Should an ally within 60 feet of you fall to 0 or below hit points while this ability is active, they are automatically stabilized at 0 hit points (but cannot benefit from the fast healing effect above until they have at least 1 hit point).  Allies may each only benefit from this ability once per encounter; the valiant is not affected by this effect.
    • As a swift action once per turn, the valiant may spend a daily Elemental Fist use to give an ally's weapon bonus sonic damage equal to half your Elemental Fist damage dice (rounded up).  This bonus damage lasts only for the next single attack made with that chosen weapon while the ally holds it; and the ally must be within 60 foot line of sight.

Timeless Body (Ex):    Upon attaining 17th level, a valiant no longer takes penalties to their ability scores for aging and cannot be magically aged.  Any such penalties that they have already taken, however, remain in place.
    
Bonuses still accrue, and the valiant still dies of old age when their time is up.

Tongue of the Sun and Moon (Ex):     A valiant of 17th level or higher can speak with any living creature.

Shimmering Palm (Su):    Starting at 18th level, a valiant can displace the evil energies within the body of another creature to completely reduce their capabilities if and whenever the valiant so desires.  The valiant can use this shimmering palm attack once a week, and must announce their intent before making the unarmed strike attack roll. 
    
Otherwise, if the valiant successfully strikes their target with an unarmed strike and the target takes damage from the blow, the shimmering palm attack succeeds.  Thereafter the valiant can try to hobble the victim at any later time, as long as the attempt is made within a number of days equal to the valiant’s class level. 
    
To make such an attempt, after the damage is rolled for the successful unarmed strike the valiant merely wills the target to falter (a free action).  The target must succeed a Fortitude saving throw (DC 10 + 1/2 the valiant’s level + their Wisdom modifier).  If they fail, the target creature is instantly reduced to 0 hit points and stabilized.  If the saving throw is successful, the target is no longer in danger from that particular shimmering palm attack, but it may still be affected by another one at a later time.
    
Bear in mind that to do further harm to a creature that has fallen to Shimmering Palm could threaten a valiant's alignment limitation.
    
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. 

Empty Body (Su):     At 19th level, a valiant gains the ability to assume an ethereal state for 1 round per valiant level per day, as though using the spell etherealness.   
    
They may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed their valiant level.

Perfect Self:     At 20th level, a valiant becomes a magical creature.  They are forevermore treated as an outsider rather than as a humanoid (or whatever their original creature type was) for the purpose of spells and magical effects. 
    Additionally, the valiant gains damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
    
Unlike other outsiders, the valiant can still be brought back from the dead as if they were a member of their previous creature type.


Code of Conduct

    A valiant must be of good alignment and loses all abilities if they ever willingly commits an evil act.  Additionally, a valiant’s code requires that they help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
    
Valiants follow the following tenets as a code of conduct:

  • Friendship: Strength comes from the heart, and sharing that strength with others motivates a valiant to fight for those worthy and good.  To a valiant, the whole world or planescape is full of new friends and allies.  Whether you know one friend’s name or a hundred, each and every one deserves to to live in a world without evil preying upon them--you are their hope incarnate.
  • Kindness: A small action of good (whether it is a smile from the heart or a coin in the bowl of the needy) can move the hearts of all.  Cruelty begets cruelty, and the power you have been given is meant to help people and creatures of all sorts.  
  • Forgiveness: Not all who create harmful or evil consequences intended such effects of their actions, and many will pursue ends to atone or seek forgiveness.  Offer the hand of friendship to those who wish to atone, but conserve it against those who would abuse such trust.

Associates

    While a valiant may adventure with characters of any lawful, chaotic or true neutral alignment, a valiant will never knowingly associate with evil characters; nor will they continue an association with someone who consistently offends their moral code.  
    
A valiant may accept only servants, followers, or cohorts who are good.  They may never accept or acquire slaves of any kind, as the practice immediately violates the valiant code of conduct.

Ex-Valiants

    A valiant who becomes non-good cannot gain new levels as a valiant but retains all their valiant abilities.  Valiants are granted their gifts by elemental good itself and must not use their powers for evil or selfish ends, or else they are cut off from their greatest potential selves.
    
Like a member of any other class, a valiant may be a multiclass character, but multiclass valiants face a special restriction.  A valiant who gains a new class or (if already multiclass) raises another class by a level may never again raise their valiant level, though they will retain all valiant abilities.
    
There are plenty of valiants who lose their hold on the spark of goodness within them, though through atonement (magical or otherwise) they may one day hope to return to their place in the fight of good versus evil.  However, some valiants completely abandon their burdens and use their powers for selfish and/or cruel ends.  
    
These fallen valiants, sometimes called “dark hearts” or “renegades”, will then be sought after by valiants who remain true and good.

Photo by Harry Quan on Unsplash


Valiant Class Feats 
  • Elemental Adjacent
    • Prerequisite: Elemental Fist, Valiant 9th level
    • Benefit:  A Valiant can spend two daily uses of their Elemental Fist ability to grant themselves elemental damage in a type different than the one determined by their Elemental Warrior.  They can inflict elemental damage of any single type.    
    • Normal: A Valiant can spend one of their daily uses of Elemental Fist to wreathe their limbs in elemental energy, granting magical elemental bonus damage to their unarmed strikes.  
      • They are normally limited to a single element type as determined by their Elemental Warrior choice.
  • Extra Gifts
    • Prerequisite: Elemental Gift (Minor)
    • Benefits: A valiant's daily uses of their Elemental Gift class ability increases by an additional 1 daily uses. 
    • Special: You may take this feat multiple times.
  • Valiant Transformation
    • Prerequisite: Elemental Fist, Elemental Gift (Minor)
    • Benefit: When rolling Initiative in a combat encounter, the valiant may spend one Elemental Fist daily uses as a free action before rolling.  After doing so, the valiant’s clothes and attire change into a beautiful costume of elemental energy and light–granting them the ability to use their Charisma modifier on Initiative checks instead of Dexterity.  
      • The costume itself is purely cosmetic and able to change at-will.   The costume automatically vanishes after a number of rounds equal to the valiant’s class level after the combat encounter ends.  
      • Any magic items worn stack their effects while their Valiant Transformation is active.
    • Special: The valiant can only gain the benefits of Valiant Transformation while unarmored.

Alternate Class Features:

  • Elemental Weapons
    • Some valiants prefer to combine their elemental powers with those of weapons, rather than resorting to brutal hand-to-hand.  
    • Level: 6th
    • Replaces:  If you select this class feature you do not gain Elemental Fist or its later improvements.
    • Benefits:  As a swift action on your turn, your melee weapon attacks made in this round deal an extra +1d6 points of damage of elemental energy.  
      • The extra elemental energy is determined by your choice with the Elemental Warrior class feature (see above).  An Elemental Warrior of Fire is granted bonus fire damage; Water gains cold, Air gains electric, Earth gains acid and Song gains sonic.  
      • Any weapon previously enchanted with an elemental attribute (e.g. flaming, frost, shock, corrosive, sonic) cannot receive the Elemental Weapon bonus of its elemental opposite (fire/cold, electric/acid), and the Elemental Weapons bonus damage does not stack with the same elemental enchantment (using whichever is better).
      • This extra damage improves to +2d6 points at 10th level, and by another +1d6 points every five levels thereafter. You can use this ability 3 + your valiant class level times per day.
    • Special: The Elemental Gift (Divine) class feature can apply bonus elemental damage to unarmed strikes for certain Elemental Warriors.  However, with the Elemental Weapons variant feature any bonus damage granted by Elemental Gift (Divine) can be applied to a single melee weapon you wield for the effect’s duration.
  • Holy Strike
    • Sometimes an excitable valiant is unable to repress their powers to obliterate evil, their passion too wild to restrain.  This can yield great success when fighting entities of evil and their devoted servants.
    • Level: 4th
    • Replaces: This benefit replaces the Heart strike (magic) class feature.
    • Benefit: When you hit an evil creature with your unarmed strike attack or with a valiant melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and automatically deals an extra +1d6 points of untyped magic damage.  This ability stacks with Elemental Fist uses.
      • Holy strike is a supernatural ability.
  • Sacred Lyricist
    • The heart may believe they hear goodness itself giving a battle cry, a rallying call to fight against the forces of evil.  However, some valiants hear something more within this righteous frequency of the planescape–a song brilliant and beautiful!
    • Level: 4th and 9th
    • Requirement: any non-lawful, Perform (any) 3 ranks
    • Replaces: If you select this class feature you do not gain Heart Strike (magic) (or any later improvements to that class feature) or Improved Evasion.
    • Benefits: You gain the ability to use Bardic Music as a bard of your valiant level minus 3, and may multiclass with the Bard class without penalty.  Effectively, your valiant levels -3 stack with any levels of bard for gaining/using Bardic Music abilities and effects.
      • E.g. a 4th level valiant with Sacred Lyricist who takes 2 levels in Bard would be able to use Bardic Music 3 times per day.  They would also have access to the bardic music abilities of countersong, fascinate, inspire courage +1 and inspire competence. 
  • Sacred Strike
    • The valiant is often a frenzied protector and defender of goodness, but some only wish to emit such terrible power 
    • Level: 4th and 9th
    • Replaces: If you select this class feature you do not gain Heart Strike (magic) (or any later improvements to that class feature) or improved evasion.
    • Benefits: When you attack with your unarmed strike you may make a special smite attack against evil creatures a number of times per day equal to 1 + your Wisdom modifier (minimum once per day). Add your Charisma bonus (if any) to your attack roll and you deal 1 extra point of damage per valiant level.  If you smite a creature that is not evil, the smite has no effect and that use of the ability is spent.
      • Your sacred strike improves with your class level. At 10th level, your sacred strike deals damage as above and stuns an evil enemy for 1 round (Will save negates, DC 10 + 1/2 your valiant level + your Wisdom modifier).  Creatures immune to critical hits are immune to the stunning effect.
      • At 16th level, your sacred strike improves--now it can not only stun an evil enemy for 1 round (as above) as well as blind that enemy for 1d8 rounds (no save for blindness effect).  Creatures immune to critical hits are immune to both the stunning and blinding effects.
      • This variant can multiclass with the paladin class (or its other good-aligned variants) with no penalty.  The smite abilities for a Sacred Strike valiant does not stack with those of the paladin class.  For the valiant Sacred Strike you can gain additional uses per day with the Extra Smiting feat.
  • Sparkling Fist
    • The valiant is attuned to the four Elemental Planes, but there is another element they are all connected with–to the Plane of Radiance.  Some valiants give up their ability to physically evade danger by instead wreathing their bodies in light to make themselves unseen.  With experience, some even gain the ability to turn their bodies into light itself!
    • Levels: 2nd and 9th
    • Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level.
    • Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
      • At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round).  You must wait 3 rounds before you can use this ability again.
      • Sparkling Fist is a supernatural ability.  This is the same as the monk class Invisible Fist alternate feature.
  • Spirit Tamer
    • Some valiants are more concerned with binding and destroying rogue creatures of darkness, such as corporeal and incorporeal undead.  They can compel creatures of similar elemental affinities into aiding them, and turn those of the opposite affinity if they threaten lives.
    • Levels: 2nd and 9th
    • Replaces: Evasion/improved evasion
    • Benefits: The valiant can turn undead as a cleric of their class level.  They may spend one of these daily turn undead attempts to rebuke creatures of their Elemental Warrior subtype (air/earth/fire/water) or turn creatures of their opposing elemental subtype (as if they were undead).
      • The valiant may also multiclass between cleric and valiant with no penalty.  Their valiant class levels stack with determining their effective turning level.  Upon multiclassing into the cleric class, the valiant does not gain a second pool of daily Turn Undead attempts; instead they add +2 bonus to their daily Turn Undead uses.  
      • 5 ranks in Knowledge (religion) grants them the normal synergy +2 bonus to all turn undead attempts.  5 ranks in Knowledge (the planes) now grants them a synergy +2 bonus to all turn/rebuke attempts for creatures of their elemental affinity/opposite.
      • For instance, a 3rd level Valiant with a Charisma of 15 has a number of daily Turn Undead attempts equal to 3 + 2 (charisma modifier).  If their Elemental Warrior choice was Fire, they can also spend a daily Turn Undead use to rebuke creatures with the fire subtype, or turn/destroy creatures with the water subtype.
  • Wholeness of Others
    • While most are compelled to engage evil directly with their own bodies, some valiants have caring hearts and channel their inner light into healing the wounds inflicted by evil.
    • Level: 7th
    • Replaces:  If you select this class feature, you do not gain wholeness of body.
    • Benefits: You can heal the wounds of others with a touch.  You can heal a number of hit points of damage equal to twice your current class level each day, and you can spread this healing out among several uses and recipients.  
      • Each use is a standard action, regardless of how many hit points are delivered.  You may not heal yourself with this ability.
  • Unwavering Dedication
    • Sacred enforcers are sometimes called upon to learn special techniques and abilities not taught to by valiants through elementalism and divine goodness.  You can ignore the multiclass restrictions of the valiant for some classes.
    • Level: 3rd.
    • Replaces: If you select this class feature, you do not gain still mind.
    • Benefits: Taking levels in cleric or paladin (depending on your alignment) does not prevent you from taking valiant levels. 
      • If you take levels in any other class, you lose your ability to progress as a valiant as usual.  Taking levels in valiant does not prevent you from advancing as a paladin.

Author's Notes:

This class was meant to bring in a bunch of different character concepts into your campaigns.  For a more classic high fantasy setting, Valiants could be various orders of elemental monks, touched by the will of great celestial forces or good-aligned deities.  
    You can play valiants as warriors of light and justice if you like--kickflipping and beating up droves of monsters with massive elemental explosions in the background; like Power Rangers and other super sentai heroes.  
    Last but not least, you can play your valiant straight as a magical sorority or fraternity of light and friendship--like Sailor Moon or the Pretty Cure series.
    We hope the Valiant inspires your campaigns to broaden their horizons and create amazing stories of fighting evil!


Aboleth Eye