Warden
Description:Adventures: Wardens adventure to gain the knowledge and power that experience brings. They are often found helping small towns and villages, working to protect them from raiding monsters or other troubles. They sometimes travel with large armies, acting as combat medics when there is a shortage of true healers around. They are most happy in small towns, villages, and the wilderness, and tend to avoid the unruly streets of larger cities unless there is a need for them.
Characteristics: Wardens cast divine spells which are drawn from nature. Though their spells focus primarily on enhancing their abilities and those of their allies, their origins as a healing class is evident in their magic. Wardens also gain an array of spells and abilities, including new chants, as they advance in level.
The armor and weapons of a warden are restricted by traditional oaths, and though they can learn to wear heavier armor or use bladed weapons, doing so violates their oath and suppresses their warden abilities.
Alignment: Wardens are wanderers, but they are guided by a moral code and the traditional oaths of their training. They recognize the need for order and abhor chaos and anarchy in any form, and so wardens are always of a lawful alignment. Although most wardens favour good or neutral, evil wardens can and do exist.
Religion: Wardens have a close tie to nature, and put it above their deity. This lets them choose a god based on its alignment rather than its tie to nature. The most popular gods for wardens to follow are Yondalla by Halfling wardens, Moradin by dwarves, St. Cuthbert, Heironeous, and Hextor by most other races.
Background:Races: Although any race is capable of becoming a warden, the most common ones have close ties to nature, such as elves, half-elves, and amani. Dwarves make excellent wardens due to their tendency towards law and their affinity with the earth. Halflings, Half-Orcs, and Gnomes, while capable, are rarely seen as wardens.
Other Classes: Though wardens get along quite well with druids and rangers because of their shared reverence for nature, a warden views rangers as too free-spirited and unguided, and druids as too preoccupied with pretending to be animals. Paladins are the class that a warden gets along best with, as both understand the need for order and what it is like to follow oaths and traditions.
A warden is not above working with any class, and knows better than most the value of working as part of a team. A warden thrives with structure and order within a group.
Role: The role of a warden is that of a pure support class. The vast majority of his class abilities focus on buffing himself and his allies. Though he has decent defense from his medium armor and shield, he has very little offensive power and should not enter direct combat if he can help it.
A warden has limited healing ability with which to back up a primary healer, but should not be the only healing class in a party if possible.
Warden Game InformationAbilities: High wisdom is important for a warden, as it determines the level of spell he can cast and how powerful it is. A high charisma modifier will increase the effects of many of his chants and class abilities. Dexterity helps him avoid attacks and constitution allows him to take more hits.
Alignment: Any Lawful.
Hit Die: d8.
Class SkillsThe Wardens class skils (and the key ability for each skill) are Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (nature) (int), Listen (wis), Perform (chant) (cha), Profession (wis), Ride (dex), Sense Motive (wis), Spellcraft (int), Spot (wis), Survival (wis), Knowledge (anatomy) (int).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Warden
Level BAB Fort Ref Will Special 1st +0 +2 +0 +2 Bonus Feat, Nature Sense, Track, Perpetual Stamina (chant), Bladeturn 1/day 2nd +1 +3 +1 +3 Warden’s Haste 1/day 3rd +1 +3 +1 +3 Bladeturn 2/day 4th +2 +4 +1 +4 Natures Reckoning (chant) 5th +2 +4 +1 +4 Bonus Feat 6th +3 +5 +2 +5 Warden’s Haste 2/day 7th +3 +5 +2 +5 Guardian’s Wings (chant) 8th +4 +6 +2 +6 Bladeturn 3/day 9th +4 +6 +3 +6 Defy Storm 1/day, Unyielding Spirit 1/day 10th +5 +7 +3 +7 Bonus Feat, Nature’s Favor (chant) 11th +5 +7 +3 +7 Warden’s Haste 3/day 12th +6/+1 +8 +4 +8 Bladeturn 4/day, 13th +6/+1 +8 +4 +8 Defy Storm 2/day, Unyielding Spirit 2/day 14th +7/+2 +9 +4 +9 Warden’s Haste 4/day 15th +7/+2 +9 +5 +9 Bonus Feat, Heroic Conversion (chant) 16th +8/+3 +10 +5 +10 Bladeturn 5/day 17th +8/+3 +10 +5 +10 Defy Storm 3/day, Unyielding Spirit 3/day 18th +9/+4 +11 +6 +11 Warden’s Haste 5/day 19th +9/+4 +11 +6 +11 Bladeturn 6/day 20th +10/+5 +12 +6 +12 Bonus Feat | Table: Warden Spells Per Day
Level 1st 2nd 3rd 4th 1st - — — — 2nd 0 - - — 3rd 1 - — — 4th 2 - — — 5th 2 0 - — 6th 3 1 - — 7th 3 2 - - 8th 3 2 0 — 9th 4 3 1 - 10th 4 3 2 - 11th 4 3 2 0 12th 4 3 3 1 13th 5 4 3 2 14th 5 4 3 2 15th 5 4 3 3 16th 5 4 4 3 17th 5 5 4 3 18th 5 5 4 3 19th 5 5 4 4 20th 5 5 5 4 |
Class Features Weapon and Armor Proficiency: A warden is proficient with all simple and martial bludgeoning weapons, plus the shortbow, longbow, composite shortbow, and composite longbow. Wardens are proficient with light and medium armor and with shields. A warden can wear heavy armor or use sharp weapons, but doing so leaves him unable to use his warden spells or abilities.
Spells:Chants:Perpetual Stamina (chant): A warden of first level or higher, with 3 or more ranks in Perform(chant) can use this ability to reduce the duration of spells and effects that cause fatigue or exhaustion by half (rounded down, a fatigue effect with a duration of 1 round would be completely negated, and an effect with a duration of 3 rounds would be cut to 1 round). At 4th level, if the warden has 6 ranks in Perform (chants) this ability completely negates spells and effects that would normally cause fatigue or exhaustion. Any character that is fatigued or exhausted when this ability is used is not affected by them for the duration of the chant. When the chant ends, any fatigue or exhaustion effects that would normally still be affecting the character begin taking effect again immediately.
Natures Reckoning (chant):At level 8, with 10 ranks in Perform(chant): +2 to damage, + cha mod to attack
At level 12, with 14 ranks in Perform(chant): +3 to damage, + cha mod to attack
At level 16, with 18 ranks in Perform(chant): +4 to damage, + cha mod to attack
At level 20, with 22 ranks in Perform(chant): +5 to damage, +cha mod to attack
At level 13, with 15 ranks in Perform(chant):At level 19, with 21 ranks in Perform(chant): On reaching 10th level, a warden with 12 or more ranks in Perform(chant) may use this ability to grant damage reduction of 5/chaos (the first 5 points of damage from any attack is ignored, unless it is chaos damage, which bypasses the damage reduction) to himself and those in his party. As the warden gains levels and ranks in Perform(chant) the amount of damage reduction is increased.
At level 14, with 16 ranks in Perform(chant): Damage reduction of 5/chaos
At level 18, with 20 ranks in Perform(chant): Damage reduction of 10/chaos
Heroic Conversion (chant):Bladeturn:Defy Storm:Unyielding Spirit:Bonus Feats:Warden Spell list[spoiler]
Level 1Level 2Level 3Level 4WARDEN FEATS[spoiler]
[spoiler]
Prerequisite: -
Benefit: You gain +2 to your Survival, Knowledge (nature), and Handle Animal skills.
Tuned InPrerequisite:Benefit: You gain a +2 to your Listen, Spot, and Search skills.
Song of the ForestPrerequisite:Benefit:Song of the SkyPrerequisite:Benefit:Song of the MountainPrerequisite:Benefit: Allows your Perpetual Stamina chant to have the same effect on sickness and nausea as it does on fatigue and exhaustion.
Song of the RiverPrerequisite:Benefit: Increases the amount healed each round by your Heroic Conversion chant from 5 to 8
Song of the DeepPrerequisite:Benefit:Courageous ConversionPrerequisite:Benefit: When beginning a Heroic Conversion chant you may choose to have it cure poisons and diseases as well as healing HP, however doing so drains you of 15 HP per round instead of the normal 5.[/spoiler]
Specialized EnhancementsPrerequisite: -
Benefit: Increases the effects of stat enhancing spells cast by you by 1
Unmatched EnhancementsPrerequisite: Specialized Enhancements
Benefit: Increases the effects of stat enhancing spells cast by you by 2 (this effects is in addition to the bonus granted by Specialized Enhancements)
Lasting EnhancementsPrerequisite: Specialized Enhancements
Benefit: Doubles the duration of your stat enhancing spells
Natural BondPrerequisite: -
Benefit: Your healing spells heal an additional +2 HP
Confident HealerPrerequisite: Natural Bond
Benefit: You add your charisma modifier to all heal spells cast by you
Vehement RenewalPrerequisite: Natural Bond, Confident Healer
Benefit: When you cast a heal spell on a party member, each other member is also healed for 1d4 + your charisma modifier
Combat MedicPrerequisite: Heal 8 ranks
Benefit: Using your Heal skill no longer provokes attacks of opportunity
DeterminationPrerequisite: -
Benefit: Reduces the effect of entanglement, snare, or other movement impairing effects by 50%. This only works on outdoor effects such as vines, roots, webs, etc. and does not affect magical abilities such as paralysis, hold person, etc.[/spoiler]