Main Page | Recent changes | Edit this page | Page history

Printable version | Disclaimers

Not logged in
Log in | Help
 

Warden Class

From Towers

Open Game Content

Wardens are powerful warriors who serve the land itself. They may work with druids and rangers but they do not take orders from them. The nature goddess herself speaks to them and gives them direction. They are like paladins for the cause of nature, seeking political and physical means of keeping nature and people in balance.

Warden is a new base class like paladin, except they are loyal to nature and not Sulerien. They are bonded to the land they serve as a deity and they draw power from that connection.

Table of contents

Rules

This is a core class. You may choose a level of Warden at any time. The first time you take a level of Warden, assume that you have bonded with the land at a personal level; essentially, you've responded to Uril's "call."

Hit Die: d8.

Class Skills

The warden's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.


The Warden

Base Attack FortRef Will Spells
Level Bonus SaveSaveSave Special 1st2nd3rd4th
1st +1 +2 +0 +2 Track, Wild Empathy, Speak with Animals - - - -
2nd +2 +3 +0 +3 Illusion Resistance, Smite 1/day, Uril's touch - - - -
3rd +3 +3 +1 +3 Natural health, Detect Corruption - - - -
4th +4 +4 +1 +4 Animal companion, Turn undead 0 - - -
5th +5 +4 +1 +4 Lay on hands, Smite 2/day 0 - - -
6th +6/+1 +5 +2 +5 Remove disease 1/week, Speak with Plants 1 - - -
7th +7/+2 +5 +2 +5 Woodland stride 1 - - -
8th +8/+3 +6 +2 +6 Swift tracker 1 0 - -
9th +9/+4 +6 +3 +6 Remove disease 2/week 1 0 - -
10th +10/+5 +7 +3 +7 Smite 3/day 1 1 - -
11th +11/+6/+1 +7 +3 +7 Speak with Stone 1 1 0 -
12th +12/+7/+2 +8 +4 +8 Remove disease 3/week 1 1 1 -
13th +13/+8/+3 +8 +4 +8 Camouflage 1 1 1 -
14th +14/+9/+4 +9 +4 +9 2 1 1 0
15th +15/+10/+5 +9 +5 +9 Remove disease 4/week, Smite 4/day 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +10 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 Remove disease 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Smite 5/day 3 3 3 3


Class Features

All of the following are class features of the warden. Some class features refer to "natural" and "unnatural" creatures. Natural creatures include animals, giant animals, trees, monstrous plants, elementals, and fey. Unnatural creatures include aberrations, constructs, oozes, outsiders, and undead.


Weapon and Armor Proficiency: Wardens are proficient with all simple and martial weapons, with medium and light armor, and with shields (except tower shields).

Attack Bonus: A warden gains a +2 bonus to hit when attacking unnatural creatures (see below).

Track: A warden gains Track as a bonus feat.

Wild Empathy (Ex): A warden can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The warden rolls 1d20 and adds his warden level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the warden and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The warden can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Speak with Animals (Ex): A warden knows the languages of animals, as though he had the spell of the same name. He can use this at will.

Illusion Resistance (Ex): At 2nd level, a warden gains a +4 protection bonus to his Will saves against illusion spells.

Smite Unnatural (Su): Once per day starting at 2nd level, a warden may attempt to smite unnatural creatures (see below) with one normal melee attack. He adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per warden level. If the warden accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day.

Uril's Touch (Su): Starting at 2nd level, a warden may touch an object and see an image of recent events in that object's history. The warden may see back a certain length of time, depending on his level (see below). An unwilling, living creature gets a Will save (DC 15 + half of the warden's class level, rounded down). The warden may use this ability once per day per level (2/day at 2nd level, 3/day at 3rd level, etc.).

If a warden touches a dead natural creature, his effective level is his effective warden level +1 for purposes of determining the age of images. If the dead natural creature was murdered, his effective warden level is +4 (not +1) for purposes of determining the age of images.


Level Will Save DC Age of Images
1st - -
2nd 16 1 hour
3rd 16 2 hours
4th 17 4 hours
5th 17 8 hours
6th 18 1 day
7th 18 2 days
8th 19 4 days
9th 19 1 week
10th 20 2 weeks
11th 20 1 month
12th 21 2 months
13th 21 4 months
14th 22 8 months
15th 22 1 year
16th 23 2 years
17th 23 4 years
18th 24 10 years
19th 24 20 years
20th 25 40 years


Natural Health (Ex): At 3rd level, a warden gains immunity to all diseases, including supernatural and magical diseases.

Detect Corruption (Sp): A 3rd level warden can detect corruption, as per the spell, at will.

Animal Companion (Ex): At 4th level, a warden gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the warden’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the warden on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the warden’s effective druid level is one-half his warden level. A warden may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his warden level. Like a druid, a warden cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

At 5th level, and at every five levels thereafter, the warden may smite unnatural one additional time per day, as indicated on the table, to a maximum of five times per day at 20th level.

Turn Undead (Su): When a warden reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns undead as a cleric of three levels lower would.

Spells: Beginning at 4th level, a warden gains the ability to cast a small number of divine spells, which are drawn from the warden spell list. A warden must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden’s spell is 10 + the spell level + the warden’s Wisdom modifier.

Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the warden gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The warden does not have access to any domain spells or granted powers, as a cleric does.

A warden prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A warden may prepare and cast any spell on the warden spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a warden has no caster level. At 4th level and higher, his caster level is one-half his warden level.

Lay on Hands (Su): Beginning at 5th level, a warden with a Wisdom score of 12 or higher can heal wounds (her own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his warden level x his Charisma bonus. A warden may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a warden can use any or all of this healing power to deal damage to unnatural creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The warden decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Remove Disease (Sp): At 6th level, a warden can produce a remove disease effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Speak with Plants (Sp): A 6th level warden can speak with plants, as the spell of the same name. He can do this at will.

Woodland Stride (Ex): Starting at 7th level, a warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a warden can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Speak with Stone (Sp): At 11th level, a warden may speak with stone, as if he cast the spell, stone tell. This is a full round action and the spell lasts 1 minute / warden level. He may do this once per day.

Camouflage (Ex): A warden of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a warden of 17th level or higher can use the Hide skill even while being observed.


Code of Conduct: A warden has sworn to protect nature at all costs. If a warden ever willingly commits an act that causes unnecessary, grievous harm to a natural creature (except for the purpose of eating), or if he willingly fails to protect a natural creature from such harm, he will instantly gain one negative level (in the warden class). If a warden ever loses all his warden levels in this manner, he will forever be barred from gaining additional levels in the class and will permanently lose all warden class abilities.


Removed

These are not warden abilities. They are just stored here till I can put them somewhere else.

Tree Walk (Sp): At 4th level, a warden can step behind a tree and briefly jaunt to a place behind another tree, as the spell dimension door. The tree must be large enough to give the warden at least 90% concealment. This is a full round action. This means that the warden must be within five feet of the tree he wishes to step behind. A warden can tree walk once per day for each level of warden.

Tree Stride (Sp): At 8th level, a warden can take a tree step as a standard action. The total number of tree walks and tree strides per day may not exceed his warden level.



Retrieved from "http://towers.legendary.org/index.php/Warden_Class"

This page has been accessed 900 times. This page was last modified 22:56, 10 Nov 2004.


[Main Page]
Main Page
Recent changes
Random page
Current events

Edit this page
Discuss this page
Page history
What links here
Related changes

Special pages
Bug reports