Luthien Greyspear
First Post
I would appreciate any feedback on this class, particularly what to do with the 7th and 10th levels. I'd also like some ideas for a good name (obviously). Don't worry about flavor or campaign specific details, as I intended the class to be fairly generic and easily portable. Obviously, it works best in a campaign that has exotic armors, but I think the classes' other abilities make it useful nonetheless.
Adamantine Warden
Some fighters live to hit the opponent as hard as possible, to cause as much damage as they can before they fall. Other warriors seek to become tacticians and strategists, leading men or even armies to victory. Many, however, just want to live to the next day with all of their limbs and organs intact. They seek to maximize their personal defenses, denying their enemies the chance of a lucky shot. Some of these warriors learn very advanced techniques to get the most out of their armor. They are called Adamantine Wardens, and are considered by some warriors to be almost unkillable.
This is an exaggeration, of course. The Adamantine Warden doesn't seek to be unkillable, but rather unhittable. By surrounding themselves in a cocoon of hide, leather, or steel, and then making that cocoon move and twist in ways that most fighters never imagine, they are able to deflect almost any blow. The most skilled of these warriors even learn to deny skilled rogues the chance to slip a blade into their ribs. Eventually, they are able to take all they've learned about defense to the ultimate level: by denying their enemies the use of their weapons.
Adamantine Wardens are most commonly found in those cultures that have an extensive history of ironmongery and metallurgy. Dwarves are particularly likely to follow this path, as they have a strong tradition of innovation in the realm of armoury. Cultures that ascribe ritual meaning to their armors (such as the Samurai of feudal Japan) might also follow this class, as it implies a devotion to the armor beyond that of a normal soldier.
Obviously, this class is strongly geared towards fighters, who can make the requisites by 5th level without any difficulty. Clerics, paladins, and psychic warriors can also get good use out of this class, provided that they are willing to stunt their magical progression for the chance at a higher AC. Barbarians, druids, and rangers might benefit from a few levels in this class, both for the AC bonuses and for the increased mobility from Second Skin. Most other classes rely too little on armor for defense to make much use of this class.
Hit Die: d10
Requirements:
To qualify as an Adamantine Warden, a character must fulfill the following criteria.
Base Fort Save: +5
Feats: Armor Proficiency (heavy), Armor Proficiency (medium), Armor Proficiency (light), Shield Proficiency, Tower Shield Proficiency, Weapon Focus (any one-handed weapon), Endurance
Skills: Craft (armorer) 8
Class Skills:
The Adamantine Warden's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features:
The following are class features of the Adamantine Wardenprestige class.
Weapon and Armor Proficiency: Adamantine Wardens gain no extra proficiencies except through their Armor Versatility ability.
Armor Versatility (Ex): At 1st level, the Adamantine Warden gains an instinctual understanding of armor, enabling him to wear increasingly more complicated armors. He is considered to be fully proficient in any armor or shield (exotic or otherwise) that has a base armor bonus less than or equal to his class level. In order to gain this benefit, he must wear the armor for an entire day, moving around in it and practicing his weapon attacks.
Second Skin (Ex): Also at 1st level, the character has become so familiar with the wearing of armor at almost all times that he reduces the Armor Check penalty of any armor he wears by one (to a minimum of zero). This is cumulative with the reduction gained from masterwork armor, but not from any feats or class abilities that may provide a similar reduction.
Master of Armor (Ex): At 2nd level, Adamantine Warden becomes able to maximize the use of his armor, giving him a better defense than other warriors. When gaining this ability, the character chooses one type of armor (chain shirt, full plate, etc.) in which he is proficient. While wearing this type of armor, the character gains a dodge bonus equal to his Wisdom bonus. This bonus may not exceed the character's level in this class.
Every three levels past 2nd (5th, 8th), the character may choose an additional armor type to receive this dodge bonus.
Bonus Feats: The Adamantine Warden gains bonus feats at 3rd, 6th, and 9th levels. He must choose from the following list: Craft Magic Arms and Armor, Diehard, Dodge, Exotic Armor Proficiency, Heavy Armor Optimization (Greater Heavy Armor Optimization), Great Fortitude, Improved Buckler Defense, Improved Shield Bash (Shield Charge, Shield Slam), Improved Toughness, Iron Will, Lightning Reflexes, and Toughness.
Tempered Steel (Ex): The Adamantine Warden adds his class level to the hardness of all of his armor and weapons while he is using them. This ability is negated if the Adamantine Warden is unaware of a threat to his equipment, as it represents a conscious attempt to preserve his gear. The Adamantine Warden also adds his Wisdom bonus to all of his equipment saves if they are targeted (or if the Adamantine Warden rolls a 1 versus a damaging spell).
Skin of Iron (Ex): By 7th level, the Adamantine Warden has become so familiar with all the vulnerable spots on his armor he can twist his body away from what would be a crippling blow. He gains the Light Fortification enhancement on any armor type that he has chosen for the Master of Armor ability, which provides a 25% chance to avoid any extra damage from a successful critical hit or sneak attack.
Bastion of Defense (Ex): At tenth level, the Adamantine Warden learns to use his armor as a weapon against his enemies' sunder attempts. The Adamantine Warden (who must be wearing a suit of armor that he has mastered) must use an action (either a held action or the attack of opportunity that a normal sunder attempt provokes), and must be aware of the incoming sunder attack. The opponent makes his attack as normal, and both the Adamantine Warden's weapon or shield AND the attacker's weapon take damage. The Adamantine Warden applies the normal bonus for Tempered Steel to his equipment, as detailed in that ability.
Level BAB Fort Reflex Will
1 +1 +2 +0 +0 Armor Versatility, Second Skin
2 +2 +3 +0 +0 Master of Armor
3 +3 +3 +1 +1 Bonus Feat
4 +4 +4 +1 +1 Tempered Steel
5 +5 +4 +1 +1 Master of Armor
6 +6 +5 +2 +2 Bonus Feat
7 +7 +5 +2 +2 Skin of Iron
8 +8 +6 +2 +2 Master of Armor
9 +9 +6 +3 +3 Bonus Feat
10 +10 +7 +3 +3 Bastion of Defense
Adamantine Warden
Some fighters live to hit the opponent as hard as possible, to cause as much damage as they can before they fall. Other warriors seek to become tacticians and strategists, leading men or even armies to victory. Many, however, just want to live to the next day with all of their limbs and organs intact. They seek to maximize their personal defenses, denying their enemies the chance of a lucky shot. Some of these warriors learn very advanced techniques to get the most out of their armor. They are called Adamantine Wardens, and are considered by some warriors to be almost unkillable.
This is an exaggeration, of course. The Adamantine Warden doesn't seek to be unkillable, but rather unhittable. By surrounding themselves in a cocoon of hide, leather, or steel, and then making that cocoon move and twist in ways that most fighters never imagine, they are able to deflect almost any blow. The most skilled of these warriors even learn to deny skilled rogues the chance to slip a blade into their ribs. Eventually, they are able to take all they've learned about defense to the ultimate level: by denying their enemies the use of their weapons.
Adamantine Wardens are most commonly found in those cultures that have an extensive history of ironmongery and metallurgy. Dwarves are particularly likely to follow this path, as they have a strong tradition of innovation in the realm of armoury. Cultures that ascribe ritual meaning to their armors (such as the Samurai of feudal Japan) might also follow this class, as it implies a devotion to the armor beyond that of a normal soldier.
Obviously, this class is strongly geared towards fighters, who can make the requisites by 5th level without any difficulty. Clerics, paladins, and psychic warriors can also get good use out of this class, provided that they are willing to stunt their magical progression for the chance at a higher AC. Barbarians, druids, and rangers might benefit from a few levels in this class, both for the AC bonuses and for the increased mobility from Second Skin. Most other classes rely too little on armor for defense to make much use of this class.
Hit Die: d10
Requirements:
To qualify as an Adamantine Warden, a character must fulfill the following criteria.
Base Fort Save: +5
Feats: Armor Proficiency (heavy), Armor Proficiency (medium), Armor Proficiency (light), Shield Proficiency, Tower Shield Proficiency, Weapon Focus (any one-handed weapon), Endurance
Skills: Craft (armorer) 8
Class Skills:
The Adamantine Warden's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features:
The following are class features of the Adamantine Wardenprestige class.
Weapon and Armor Proficiency: Adamantine Wardens gain no extra proficiencies except through their Armor Versatility ability.
Armor Versatility (Ex): At 1st level, the Adamantine Warden gains an instinctual understanding of armor, enabling him to wear increasingly more complicated armors. He is considered to be fully proficient in any armor or shield (exotic or otherwise) that has a base armor bonus less than or equal to his class level. In order to gain this benefit, he must wear the armor for an entire day, moving around in it and practicing his weapon attacks.
Second Skin (Ex): Also at 1st level, the character has become so familiar with the wearing of armor at almost all times that he reduces the Armor Check penalty of any armor he wears by one (to a minimum of zero). This is cumulative with the reduction gained from masterwork armor, but not from any feats or class abilities that may provide a similar reduction.
Master of Armor (Ex): At 2nd level, Adamantine Warden becomes able to maximize the use of his armor, giving him a better defense than other warriors. When gaining this ability, the character chooses one type of armor (chain shirt, full plate, etc.) in which he is proficient. While wearing this type of armor, the character gains a dodge bonus equal to his Wisdom bonus. This bonus may not exceed the character's level in this class.
Every three levels past 2nd (5th, 8th), the character may choose an additional armor type to receive this dodge bonus.
Bonus Feats: The Adamantine Warden gains bonus feats at 3rd, 6th, and 9th levels. He must choose from the following list: Craft Magic Arms and Armor, Diehard, Dodge, Exotic Armor Proficiency, Heavy Armor Optimization (Greater Heavy Armor Optimization), Great Fortitude, Improved Buckler Defense, Improved Shield Bash (Shield Charge, Shield Slam), Improved Toughness, Iron Will, Lightning Reflexes, and Toughness.
Tempered Steel (Ex): The Adamantine Warden adds his class level to the hardness of all of his armor and weapons while he is using them. This ability is negated if the Adamantine Warden is unaware of a threat to his equipment, as it represents a conscious attempt to preserve his gear. The Adamantine Warden also adds his Wisdom bonus to all of his equipment saves if they are targeted (or if the Adamantine Warden rolls a 1 versus a damaging spell).
Skin of Iron (Ex): By 7th level, the Adamantine Warden has become so familiar with all the vulnerable spots on his armor he can twist his body away from what would be a crippling blow. He gains the Light Fortification enhancement on any armor type that he has chosen for the Master of Armor ability, which provides a 25% chance to avoid any extra damage from a successful critical hit or sneak attack.
Bastion of Defense (Ex): At tenth level, the Adamantine Warden learns to use his armor as a weapon against his enemies' sunder attempts. The Adamantine Warden (who must be wearing a suit of armor that he has mastered) must use an action (either a held action or the attack of opportunity that a normal sunder attempt provokes), and must be aware of the incoming sunder attack. The opponent makes his attack as normal, and both the Adamantine Warden's weapon or shield AND the attacker's weapon take damage. The Adamantine Warden applies the normal bonus for Tempered Steel to his equipment, as detailed in that ability.
Level BAB Fort Reflex Will
1 +1 +2 +0 +0 Armor Versatility, Second Skin
2 +2 +3 +0 +0 Master of Armor
3 +3 +3 +1 +1 Bonus Feat
4 +4 +4 +1 +1 Tempered Steel
5 +5 +4 +1 +1 Master of Armor
6 +6 +5 +2 +2 Bonus Feat
7 +7 +5 +2 +2 Skin of Iron
8 +8 +6 +2 +2 Master of Armor
9 +9 +6 +3 +3 Bonus Feat
10 +10 +7 +3 +3 Bastion of Defense
Last edited: