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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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<blockquote data-quote="Veep" data-source="post: 6708012" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>Multiclassing: Hearing other callings</strong></span></p><p></p><p>Multiclassing is one of the easiest ways to blend other styles in with your own, so it's only fair that I assess the utility of several classes in regards to the warden. I'll probably come back to this fairly regularly, as I certainly won't get everything on the first pass.</p><p></p><p> <span style="font-size: 26px">Avenger</span></p><p></p><p>There's not a lot here to offer, but the accuracy offered by the entry feat is really lucrative. Even Con-based wardens can qualify for the entry feat.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><span style="color: #0000ff">Disciple of Divine Wrath</span> (PH2): Easily the better of the two options since Hero of Faith was nerfed, this feat gives you a full two rounds of rerolls.</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #00ccff"><strong>Bulwark of Defense</strong></span> (PH2): Ignore that save ends effect for a turn if you don't save against it. Since you save at the beginning of your turn, you're effectively immune to one save ends effect.</p><p> </p><p></p><p><span style="color: #00ccff"> <span style="font-size: 26px">Barbarian</span></span></p><p></p><p>The entry feats alone are a big draw for multiclassing barbarian, because Berserker's Fury is a fairly significant bonus for a whole encounter. The rages are also a plus, as they stack with your guardian forms to create a mega-boost for an encounter.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><span style="color: #00ccff">Berserker's Fury</span> (PH2): The feat itself is basically a mini-rage effect, but it still stacks with the rages you could pull from the barbarian class <em>and</em> your guardian forms.</p><p> </p><p></p><p> <span style="font-size: 26px">Druid</span></p><p></p><p>The beast form interferes directly with your form powers, but there's some other things you can pick up if you're so inclined.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Initiate of the Old Faith</strong> (PH2): The only option, it's decent. You get the beast form power, and a single at-will with the beast keyword as an encounter power. If you need implement proficiency, this gives that too. And the nominal Wisdom requirement should be easily achieved.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><span style="color: #00ccff"><strong>Vital Form</strong></span> (Paragon, PP): Probably the biggest draw of the druid multiclass, so if you have a concept in mind that requires you to go druid, this is a pretty big bonus.</p><p> </p><p></p><p><span style="color: #00ccff"> <span style="font-size: 26px">Fighter</span></span></p><p></p><p>The Pit Fighter is no longer as viable option as they were before, but there's still an awful lot to look at by multiclassing as a fighter.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><span style="color: #0000ff">Battle Acumen</span> (MP): Requires paragon multiclassing as a fighter. Paragon multiclassing isn't generally recommended, but if you decide to anyway, this is a pretty good consolation prize.</p><p></p><p><span style="color: #0000ff">Battle Awareness</span> (PHB): You get a swipe against an enemy's shift once per encounter, but it doesn't stop movement.</p><p></p><p><span style="color: #0000ff">Wrathful Warrior</span> (MP2): Your con-mod is going to be high for some of you, so this could be a decent source of temp HP each encounter when you need it most.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><span style="color: #0000ff">Defensive Resilience</span> (Heroic, MP): There's so many good choices here, no wonder you've dipped into martial. I find it somewhat irritating, personally, that all these feats require you to be a fighter, as they completely fit the warden, better even than the ultra-generic fighter. Just another piece for the list of second wind optimization.</p><p></p><p><span style="color: #0000ff"><strong>Focused Superiority</strong></span> (Heroic, D 378): Not quite Crippling Crush, but for those of you that are wiser than tough, you might like this better.</p><p></p><p><strong>Knock-Back Swing</strong> (Epic, Con 17, MP): I'm of the mind that this should be a paragon-tier feat, thus only getting black. However, sliding on OAs even if you miss is pretty worthwhile.</p><p></p><p><span style="color: #00ccff">Hindering Shield</span> (Paragon, D 385): Any forced movement now slows as long as you have a shield. Crippling Crush users will want to think about this in paragon.</p><p></p><p><span style="color: #00ccff"><strong>Overwhelming Impact</strong></span> (Epic, MP2): Requires a hammer, check. Triggers when you slow an enemy, check. Turns slow into daze... um, what? A lot of your attacks have moved on to things more powerful than slow, but Sudden Roots (or Horned Champion) means your OAs daze too, and that's pretty scary.</p><p></p><p>Offensive Resilience (Heroic, MP): The need for dexterity takes away from the fact that you get a bonus to hit. Defensive Resilience is more up your alley, and easier to qualify for.</p><p></p><p><span style="color: #00ccff">Polearm Momentum</span> (Heroic, MP): It requires some commitment to both Dexterity <em>and </em>Wisdom, which is tough, so this would need to be the focus of your build. All long pushes and slides now knock prone, though, so it might be worth building around.</p><p></p><p><strong>Slashing Storm</strong> (Epic, MP2): Takes some bookkeeping, but if you hit last turn, all the minions adjacent to you die when they start their turn. That's pretty decent. For you wisdom wardens.</p><p></p><p><span style="color: #00ccff"><strong>Striking Resurgence</strong></span> (Paragon, MP2): If you're not a dwarf, this allows you to get an attack as part your second wind, so you're not losing a round to heal yourself.</p><p></p><p><span style="color: #0000ff"><strong>Wary Fighter</strong></span> (Heroic, D 378): Those of you that are wiser than tough will love the quickness boost this gives you. The stat boosts are also awesome.</p><p> </p><p></p><p><span style="color: #0000ff"> <span style="font-size: 26px">Paladin</span></span></p><p></p><p>Paladins have some pretty awesome utility powers, so this could tempt you.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p>Soldier of Virtue (DP): Easier for some of you to qualify for, due to it only requiring Wisdom.</p><p></p><p>Soldier of the Faith (PHB): Since you're a strength character, the divine challenge damage will probably be low.</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #0000ff">Bless Weapon</span> (DP): Turn your weapon into a lightsaber for an encounter per day.</p><p></p><p><span style="color: #00ccff">Virtue</span> (DP): Start every encounter with a large amount of temp HP.</p><p> </p><p></p><p><span style="color: #0000ff"> <span style="font-size: 26px">Shaman</span></span></p><p></p><p>Shamans are probably the best multiclass healers in the game, due to the ability to get it as an encounter instead of a daily with the expense of just one extra feat. Even con-based wardens should be able to get their wisdom high enough to qualify.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><span style="color: #0000ff">Mending Spirit</span> (PP): This gives you an encounter healing power, but it requires Spirit Talker. </p><p></p><p>Spirit Talker (PH2): This only gives you the ability to summon your spirit, and do some of the minor things that spirits do. A building block for the above feat.</p></blockquote><p></p>
[QUOTE="Veep, post: 6708012, member: 6793297"] [SIZE=5][B]Multiclassing: Hearing other callings[/B][/SIZE] Multiclassing is one of the easiest ways to blend other styles in with your own, so it's only fair that I assess the utility of several classes in regards to the warden. I'll probably come back to this fairly regularly, as I certainly won't get everything on the first pass. [SIZE=11]Avenger[/SIZE] There's not a lot here to offer, but the accuracy offered by the entry feat is really lucrative. Even Con-based wardens can qualify for the entry feat. [B]Entry Feats[/B] [COLOR=#0000ff]Disciple of Divine Wrath[/COLOR] (PH2): Easily the better of the two options since Hero of Faith was nerfed, this feat gives you a full two rounds of rerolls. [B]Powers[/B] [COLOR=#00ccff][B]Bulwark of Defense[/B][/COLOR] (PH2): Ignore that save ends effect for a turn if you don't save against it. Since you save at the beginning of your turn, you're effectively immune to one save ends effect. [COLOR=#00ccff] [SIZE=11]Barbarian[/SIZE][/COLOR] The entry feats alone are a big draw for multiclassing barbarian, because Berserker's Fury is a fairly significant bonus for a whole encounter. The rages are also a plus, as they stack with your guardian forms to create a mega-boost for an encounter. [B]Entry Feats[/B] [COLOR=#00ccff]Berserker's Fury[/COLOR] (PH2): The feat itself is basically a mini-rage effect, but it still stacks with the rages you could pull from the barbarian class [I]and[/I] your guardian forms. [SIZE=11]Druid[/SIZE] The beast form interferes directly with your form powers, but there's some other things you can pick up if you're so inclined. [B]Entry Feats[/B] [B]Initiate of the Old Faith[/B] (PH2): The only option, it's decent. You get the beast form power, and a single at-will with the beast keyword as an encounter power. If you need implement proficiency, this gives that too. And the nominal Wisdom requirement should be easily achieved. [B]Feats[/B] [COLOR=#00ccff][B]Vital Form[/B][/COLOR] (Paragon, PP): Probably the biggest draw of the druid multiclass, so if you have a concept in mind that requires you to go druid, this is a pretty big bonus. [COLOR=#00ccff] [SIZE=11]Fighter[/SIZE][/COLOR] The Pit Fighter is no longer as viable option as they were before, but there's still an awful lot to look at by multiclassing as a fighter. [B]Entry Feats[/B] [COLOR=#0000ff]Battle Acumen[/COLOR] (MP): Requires paragon multiclassing as a fighter. Paragon multiclassing isn't generally recommended, but if you decide to anyway, this is a pretty good consolation prize. [COLOR=#0000ff]Battle Awareness[/COLOR] (PHB): You get a swipe against an enemy's shift once per encounter, but it doesn't stop movement. [COLOR=#0000ff]Wrathful Warrior[/COLOR] (MP2): Your con-mod is going to be high for some of you, so this could be a decent source of temp HP each encounter when you need it most. [B]Feats[/B] [COLOR=#0000ff]Defensive Resilience[/COLOR] (Heroic, MP): There's so many good choices here, no wonder you've dipped into martial. I find it somewhat irritating, personally, that all these feats require you to be a fighter, as they completely fit the warden, better even than the ultra-generic fighter. Just another piece for the list of second wind optimization. [COLOR=#0000ff][B]Focused Superiority[/B][/COLOR] (Heroic, D 378): Not quite Crippling Crush, but for those of you that are wiser than tough, you might like this better. [B]Knock-Back Swing[/B] (Epic, Con 17, MP): I'm of the mind that this should be a paragon-tier feat, thus only getting black. However, sliding on OAs even if you miss is pretty worthwhile. [COLOR=#00ccff]Hindering Shield[/COLOR] (Paragon, D 385): Any forced movement now slows as long as you have a shield. Crippling Crush users will want to think about this in paragon. [COLOR=#00ccff][B]Overwhelming Impact[/B][/COLOR] (Epic, MP2): Requires a hammer, check. Triggers when you slow an enemy, check. Turns slow into daze... um, what? A lot of your attacks have moved on to things more powerful than slow, but Sudden Roots (or Horned Champion) means your OAs daze too, and that's pretty scary. Offensive Resilience (Heroic, MP): The need for dexterity takes away from the fact that you get a bonus to hit. Defensive Resilience is more up your alley, and easier to qualify for. [COLOR=#00ccff]Polearm Momentum[/COLOR] (Heroic, MP): It requires some commitment to both Dexterity [I]and [/I]Wisdom, which is tough, so this would need to be the focus of your build. All long pushes and slides now knock prone, though, so it might be worth building around. [B]Slashing Storm[/B] (Epic, MP2): Takes some bookkeeping, but if you hit last turn, all the minions adjacent to you die when they start their turn. That's pretty decent. For you wisdom wardens. [COLOR=#00ccff][B]Striking Resurgence[/B][/COLOR] (Paragon, MP2): If you're not a dwarf, this allows you to get an attack as part your second wind, so you're not losing a round to heal yourself. [COLOR=#0000ff][B]Wary Fighter[/B][/COLOR] (Heroic, D 378): Those of you that are wiser than tough will love the quickness boost this gives you. The stat boosts are also awesome. [COLOR=#0000ff] [SIZE=11]Paladin[/SIZE][/COLOR] Paladins have some pretty awesome utility powers, so this could tempt you. [B]Entry Feats[/B] Soldier of Virtue (DP): Easier for some of you to qualify for, due to it only requiring Wisdom. Soldier of the Faith (PHB): Since you're a strength character, the divine challenge damage will probably be low. [B]Powers[/B] [COLOR=#0000ff]Bless Weapon[/COLOR] (DP): Turn your weapon into a lightsaber for an encounter per day. [COLOR=#00ccff]Virtue[/COLOR] (DP): Start every encounter with a large amount of temp HP. [COLOR=#0000ff] [SIZE=11]Shaman[/SIZE][/COLOR] Shamans are probably the best multiclass healers in the game, due to the ability to get it as an encounter instead of a daily with the expense of just one extra feat. Even con-based wardens should be able to get their wisdom high enough to qualify. [B]Entry Feats[/B] [COLOR=#0000ff]Mending Spirit[/COLOR] (PP): This gives you an encounter healing power, but it requires Spirit Talker. Spirit Talker (PH2): This only gives you the ability to summon your spirit, and do some of the minor things that spirits do. A building block for the above feat. [/QUOTE]
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