Pathfinder prestige class: Warden
Warden (prestige class)
The
most elite sentinels of the night elf civilization are chosen to become
wardens. They are gatekeepers, bounty hunters, guards, and assassins. Known for
their relentless vigils and ruthless hunts, they are respected by their allies,
and feared by all others—as a target sought by a warden does not last long.
Race and gender: Typically night elf, female
Requirements:
Base
attack bonus: +5
Alignment: Any
lawful.
Feats: Improved
initiative, iron will, combat reflexes, weapon proficiency (moon sword)
Skills: Survival 4
ranks, stealth 4 ranks, knowledge (local) 3 ranks, profession (soldier) 5
ranks.
Hit
die: d10.
Skill
points: 6+int.
Armor
and weapon proficiency: Light, medium, and heavy armor,
light and heavy shields, and all simple and martial weapons.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
1
|
1
|
1
|
0
|
Target
focus 1/day, seeker talent, Dead or alive
|
2
|
2
|
1
|
1
|
0
|
Combat
feat, Warden training +1
|
3
|
3
|
2
|
2
|
1
|
Seeker
talent, Warden’s mark
|
4
|
4
|
2
|
2
|
1
|
Target
focus 2/day, Warden training +2
|
5
|
5
|
3
|
3
|
1
|
Seeker
talent, combat feat
|
6
|
6
|
3
|
3
|
2
|
Hide in
plain sight, Warden training +3
|
7
|
7
|
4
|
4
|
2
|
Target
focus 3/day, Seeker talent
|
8
|
8
|
5
|
5
|
2
|
Combat
feat, Warden training +4
|
9
|
9
|
5
|
5
|
3
|
Seeker
talent
|
10
|
10
|
6
|
6
|
3
|
Target
focus 4/day, Warden’s target
|
Target focus: When the warden focuses on an enemy as a move
action, they gain a +1 bonus on attack and damage rolls. This focus lasts until
the focused target dies, or until they focus a new target. Once per day, they
can instead focus their hunt on one specific enemy as a swift action, gaining a
bonus to damage rolls equal to twice their level, and an attack bonus equal to
their intelligence modifier (minimum 1). This focus lasts until the target is
killed, or until the warden rests. The warden cannot focus more than one enemy
at a time. If they are on a mission to seek out one specific individual, they
may only focus this creature if they are present in combat.
Dead or alive: The warden does not take a penalty to attack rolls
when attempting to deal nonlethal damage.
Seeker talent: In their training, wardens learn several abilities
to combat and detain their enemies, from the physical to the supernatural. They
gain a seeker talent at first level, and every two levels thereafter.
Fan of knives (Su): When throwing a dagger, kukri, or
other light blade (see fighter weapon groups), the warden can split it with supernatural
energies. This deals the weapon’s damage to all targets within a 20-ft. cone, rolling
a single attack roll against the AC of all targets. If the target is within 20 ft.,
they are hit once. If they are within 10 ft., they are hit by two knives. If they
are adjacent to the warden, they are hit with four. The warden can throw a fan of
knives a number of times per day equal to 3 + their intelligence modifier.
Hunter’s eye (Ex): When rolling for concealment, the
warden rolls twice and takes the higher result. At 10th level, they
ignore all concealment and have blindsight 10 ft.
Imprison (Sp): The warden creates a cage of force
around them, as the force cage spell. This cage lasts for a number of minutes
equal to the warden’s level, or until dismissed as a standard action. This can
be used once per day, plus one additional use at 5th and 10th
level.
Light of Elune (Su): The warden creates a light in
her hand, granting bright light out to a range of 10 ft. around her. Enemies in
the area take a -10 penalty to their stealth checks, and those that are
invisible are temporarily revealed (no save) while in the light’s radius. This
light can be thrown by the warden and picked up by other creatures. It lasts a
number of rounds equal to the warden’s level plus their intelligence modifier.
This can be used once per day, plus one additional use at 3rd, 6th,
and 9th level. They must have one free hand to use this ability.
Lockdown (Su): The warden learns how to stop their
enemy from escaping using magical means. This acts as the spell dimensional
anchor. This can be used a number of times per day equal to the warden’s
intelligence modifier.
Omnislash: The warden disappears and reappears as
they strike one specific target they are focused on, attacking at their highest
base attack bonus a number of times equal to their intelligence modifier. The
enemy is flat-footed to these attacks. This can be used once per day, and
requires 6th level.
Precise strikes (Ex): The warden gains the rogue’s
sneak attack ability, dealing 1d6 damage. This increases by 1d6 at 5th
and 10th level.
Spectral deflection (Su): when wielding a moon
sword, the warden gains a bonus to their deflection AC equal to the weapon’s
enhancement bonus. This does not stack with other bonuses, such as that from a
ring of protection. This requires 4th level.
Split glaive (Su): The warden can throw their moon
sword at a square within range, and cause it to split, damaging all enemies
adjacent to the space. This deals weapon damage. Enemies may make a reflex save
for half damage.
Spring attack (Ex): The warden gains spring attack
as a bonus feat. They do not need to meet the prerequisites for this feat.
Throw glaive (Su): The warden can throw a glaive of
force, force damage equal to their weapon dice damage + their intelligence
modifier in a line that extends 10 ft. per level of the warden. The glaive
returns to the warden at the beginning of her next turn, dealing the same
damage. If she moves, it returns to her new position, dealing damage to those
in the way.
True sight (Sp): As a standard action, the warden
can see through all illusions and effects such as images and invisibility as the
true seeing spell for a number of minutes equal to their level, split up into
minute increments. At 10th level, this is a move action. This
requires 4th level.
Spirit of vengeance (Su): The warden can send out
the spirit of a past warrior of her clan, dealing 1d6 divine energy damage per
level and knocking them back 5 ft., plus 5 ft. for every 5 levels the warden
possesses. A successful will save halves the damage and negates the knockback.
Combat feat: As the warden’s training is rigorous toward their
ability to combat and detain dangerous individuals, they gain a combat feat at
2nd, 5th, and 8th level. They can use their warden
level in place of fighter levels for the purpose of qualifying for feats, and
stack with fighter levels for the requirements.
Warden training: Trained in the art of hunting escaped prisoners and
criminals, the warden gains a +1 bonus to survival checks to track, intimidate
checks, and perception checks to look for hidden individuals and surprise
attacks. In addition, they gain an additional +1 bonus to their attack and
damage rolls with moon swords, and on will saves against fear, charm, compulsion,
and enchantment effects.
Warden’s mark: At third level, the warden may place a brand upon
the skin of an enemy within 100 ft. with the symbol of the wardens as a
standard action. This brand lasts a number of days equal to the warden’s level
+ their intelligence modifier. While this mark is present, it allows the warden
to discern the direction of the marked individual at any time as a swift
action. This can be used a number of times per day equal to their level, but
only one mark can be active at any one time.
Hide in plain sight: At 6th level,
when in an area of dim light or lower, the warden can make a stealth check to
hide even while being observed.
Warden’s target: When the warden places their mark upon a target,
they cannot hide from the warden by any magical means, even those such as dweomer
effects, invisibility, or others. If they have a spell such as mind blank, the warden must make a
caster level check (with a bonus of double their level) against 11 + the
caster’s level. If successful, they can make one check or spell against the target,
but that is all. The warden also gains a +10 bonus to their perception checks
to find the target.
Warden
gear
Warden’s cloak: This cloak is given specifically to wardens, crafted
by the order. It grants the individual a +2 AC bonus against flanking enemies,
and those that deal precision damage to the warden take 1d6 damage due to the
flash of blades that glance off the heavy cloak. At their highest base attack
bonus -5, the warden can strike with the cloak during a full attack, dealing
1d6 damage (critical 19-20/x2, slashing).
This cloak’s attack has an enhancement bonus of +1, and its damage is
considered lawful. They can also make the attack with their highest base attack
bonus as a standard action.
Price: 15000 gold. (+2)
21000 gold (+3) 31000 gold (+4) 45000 gold (+5) 63000 gold (+6) 85000 gold (+7)
111,000 gold (+8) 141,000 gold (+9) 175,000 gold (+10) 213,000 gold. The
cloak’s enhancement bonus cannot be higher than +5, but abilities can be given
to the cloak. In the hands of a non-warden, or someone that has betrayed their
order, the cloak only retains its base, non-magical attack (not lawful).
Moon sword: This circular blade is characteristic of a warden.
It has a handle on one part of the circle, and has jagged edges around the
inside and outside of the blade. Due to its odd shape and complicated fighting
style, it classifies as an exotic weapon.
One-handed, exotic.
Damage: 1d8, slashing. Critical: 18-20/x2. Weight: 10 lbs. Range: 5 ft. Price:
100g. Throw range: 20 ft.
Warden’s armor: This plated armor is surprisingly light, crafted
specifically for the wardens, who hunt their targets in the dark of night. It
counts as +3 shadow full plate, but
is considered medium armor. This armor has a maximum dexterity bonus of +3, and
an armor check penalty of -3. Price: 35000 gold. In the hands of a non-warden,
or someone who has betrayed their order, the armor is +1 full plate. This armor
can be made of mithral, but this does not bring the armor type lower than
medium.
Feats
Extra seeker talent: The warden can learn
one additional seeker talent. This feat can be taken multiple times.
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