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New Class for Reveiew: Warder
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<blockquote data-quote="Khaalis" data-source="post: 25532" data-attributes="member: 2167"><p>The cities are home to many forms of threats, such as creatures that lurk in the night and feed on the unwary as well as the evil and corrupt of society that are just as often predators of the unwary. But there is a predator in the city more powerful and cunning than these – the Warder, a skilled urban hunter and stalker. They know the cities intimately, and know their prey in just as much detail. The Warder is basically a City based Ranger for a more Urban campaign.</p><p></p><p>Adventures: Warders often accept the role of protector, aiding those who live in or travel through the cities. In addition, they often carry grudges against certain types of creatures or powerful members of a city and look for opportunities to find and destroy them. Additionally, many Warders adventure for this reason.</p><p></p><p>Characteristics: The Warder is proficient with all simple and martial weapons and capable in combat. Their skills allow them to survive in the city, to find their prey, and to avoid detection. They also have special knowledge of certain types of creatures. This knowledge makes them more capable of finding and defeating those foes. Finally, an experienced Warder has such a tie to the cities that they can actually draw on natural power to cast divine spells, much as do Rangers.</p><p></p><p>Alignment: Warders can be of any alignment. Most are good, and they are protectors of the cities. In this role, a warder seeks out and destroys or drives off evil creatures and powers that threaten the city. Good Warders also protect those who live in and travel through the cities, serving sometimes as guides and sometimes as unseen guardians. Warders are mostly chaotic, preferring to follow their own code rather than the rigid laws set down by city rulers. Evil Warders, though rare, are much to be feared. They revel in the power they can attain in knowledge and wealth. They are predators that prey on those with crippling secrets, or those with no other form of protection. They gain spells just as good Warders do, for the nature of the city is both good and evil.</p><p></p><p>Religion: Warders gain their spells from a chosen deity. The most common Deities to support Warders are: Cyric, Helm, Mask, Oghma, Shar, Tempus, Hoar, Erevan Ilesere, Clanggedin, Vergadain, Dumathoin, Abbathor, and Gorm, though many others are known to occasionally support a Warder in order to spread the basis of faith for a new clergy.</p><p></p><p>Background: Some Warders gain their training as part of a guild or society, while many learn their skills from solitary survival on the city streets as urchins or possibly just for the excitement of being on the seeder side of city life.</p><p></p><p>Races: Any race may be a Warder, though they tend to be of the predominant species of the individual home city.</p><p></p><p>Classes: Warders get along well with most city dwelling fighters, rogues, clerics, wizards, sorcerers, and bards. They bicker with Paladins and don’t truly understand Rangers, Barbarians or Druids, nor do they tend to get along with Monks in their ethics or seclusion.</p><p></p><p></p><p>GAME RULE INFORMATION</p><p>Warders have the following game statistics.</p><p></p><p>Abilities: Dexterity is important for a Warder due to the tendency toward light or no armor, as well as to perfect their skills of stealth. Strength is also important as a Warder is still a warrior class. Wisdom is also important to a Warder for heightened senses and spell use, as a Wisdom of 14 or higher is required to get access to the most powerful Warder Spells. A Wisdom of 11 or higher is required to cast any Warder spell at all.</p><p>Alignment: Any</p><p>Hit Die: d8</p><p></p><p></p><p> CLASS SKILLS: 6+INT/level</p><p>The Warder's class skills are: Appraise, Bluff, Climb, Craft, Diplomacy, Hide, Intimidate, Intuit Direction, Jump, Knowledge (Administration, Bureaucracy, Evidence Analysis, Fashion, Intelligence Analysis, Law, Psychology), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Urban Lore, and Use Rope.</p><p></p><p> CLASS FEATURES:</p><p>All of the following are class features for the Warder.</p><p></p><p>BAB: Fighter</p><p>Saves: Fortitude = Good / Reflex & Will = Poor</p><p></p><p>Level..Special..............................................Spells: 0/1/2/3/4</p><p>1.......Shadow, Favored Enemy (+1), </p><p>..........Chosen City, Bonus Feat...............................0/-/-/-/-</p><p></p><p>2.......---...................................................................0/-/-/-/-</p><p>3.......Favored Enemy (+2).......................................1/-/-/-/-</p><p>4.......Bonus Feat.....................................................1/0/-/-/-</p><p>5.......Favored Enemy (+3).......................................2/0/-/-/-</p><p>6.......Chosen City....................................................2/1/-/-/-</p><p>7.......Favored Enemy (+4).......................................3/1/-/-/-</p><p>8.......---...................................................................3/1/0/-/-</p><p>9.......Bonus Feat, Favored Enemy (+5)...................4/1/0/-/-</p><p>10.....---...................................................................4/1/1/-/-</p><p>11.....Chosen City, Favored Enemy (+6)..................4/1/1/0/-</p><p>12.....---...................................................................4/1/1/1/-</p><p>13.....Favored Enemy (+7).......................................5/1/1/1/-</p><p>14.....Bonus Feat.....................................................5/2/1/1/0</p><p>15.....Favored Enemy (+8).......................................5/2/1/1/1</p><p>16.....Chosen City....................................................5/2/2/1/1</p><p>17.....Favored Enemy (+9).......................................5/2/2/2/1</p><p>18.....---...................................................................5/3/2/2/1</p><p>19.....Bonus Feat, Favored Enemy (+10).................5/3/3/3/2</p><p>20.....---...................................................................5/3/3/3/3</p><p></p><p>Weapon and Armor Proficiency: A Warder is proficient with all simple and martial weapons, light and medium armor, and shields.</p><p></p><p>Bonus Feats: Warders gain a bonus general feat at 1st, 4th, 9th, 14th, and 19th levels.</p><p></p><p>Chosen City: A Warder chooses a Chosen City. They gain a +1 bonus to Bluff, Bribery, Diplomacy, Fence, Hide, Intuit Direction, Investigation, Knowledge (Administration, Bureaucracy, Fashion, Law), and Spot skill rolls while in their Chosen City due to their familiarity with the surroundings. While in a Chosen City alone and lightly encumbered the Warder moves at x1.5 their Overland Movement Rate. The Warder does not get this bonus in any armor heavier than Light due to the weight and movement restrictions of that armor. Every 5 levels after 1st (6th, 11th, 16th) a Warder's chosen City bonus advances by +1, and they may choose another City at +1. (EX: 1st Level = +1 City 1, 6th Level = +2 City 1 & +1 City 2, etc.)</p><p></p><p>Favored Enemy: At first and every odd level after that, Warders get a point of Favored Enemy bonus. Points of Favored Enemy may be spent on the following creature types, to gain or upgrade bonuses against those creatures. The creature types a Warder may choose are: Aberrations, Constructs, Humanoid Types*, Outsiders*, Shapechangers, Undead, and Vermin (*: unlike Rangers, Warders do not have to take as a narrowly defined group). A maximum of five points can be placed into any one creature type. For each point of Favored Enemy in a creature type, the Warder gets a +1 bonus to the Bluff, Investigation (Track), Listen, Sense Motive, and Spot skill checks against that creature type. They also gain this bonus to attack and damage rolls against these creatures.</p><p></p><p>Shadow: The Warder gains the feat Shadow (from Traps & Treachery) at 1st level.</p><p></p><p>Spells: A Warder gains the ability to cast a small number of divine spells. To cast a spell, the Warder must have a wisdom score of at least 10+the spell’s level. Warder bonus spells are based on Wisdom and saving throws against these spells have a DC of 10+spell level +Wisdom modifier. A zero on the spell indicates that spells are gained at that level only if the Warder gains bonus spells from Wisdom. A Warder has access to any spell on their list and can freely choose which to prepare. A Warder prepares and casts spells just as a cleric does (though Warders do not get spontaneous spell exchange for healing).</p><p></p><p> Warder Spell List:</p><p>Level 0: Cure Minor Wounds, Detect Magic, Detect Poison, Distraction, Guidance, Light, Mending, Mental Alarm, Minor Ward, Purify Food & Drink, Read Magic, Resistance, Silent Portal, Virtue</p><p></p><p>Level 1: Alarm, Bane, Camouflage, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Delay Poison, Detect Chaos/Evil/Good/Law, Divine Favor, Ironguts, Kaupaer’s Skittish Nerves, Know Protections, Low-Light Vision, Magic Weapon, Net of Shadows, Quicken, Precise Vision, Protection Chaos/Evil/Good/Law, Shield of Faith, Speed Swim, Stalking Brand, Surefoot</p><p></p><p>Level 2: Blessed Aim, Body Blades, Calm Emotions, Cure Moderate Wounds, Curse of the Brute, Darkness, Eagle’s Splendor, Enthrall, Find Traps, Hold Person, Knife Spray, Lesser Telepathic Bond, Rapid Strike, Scent, Shadow Mask, Silence, Spiritual Weapon, Thief Ward, Undetectable Alignment, Zone of Truth</p><p></p><p>Level 3: Blacklight, Blade Thirst, Cloaked Sphere of Radiance, Contagion, Create Food & Water, Dark Way, Decoy Image, Detect Traps, Easy Climb, Invisibility Purge, Magic Vestment, Neutralize Poison, Poison, Remove Disease, Safe Clearing</p><p></p><p>Level 4: Bane Weapon, Blindsight, Castigate, Discern Lie, Divine Power, Fire Stride, Freedom of Movement, Greater Magic Weapon, Know Vulnerabilities, Nondetection, Polymorph Self, Tongues, Unfailing Endurance</p></blockquote><p></p>
[QUOTE="Khaalis, post: 25532, member: 2167"] The cities are home to many forms of threats, such as creatures that lurk in the night and feed on the unwary as well as the evil and corrupt of society that are just as often predators of the unwary. But there is a predator in the city more powerful and cunning than these – the Warder, a skilled urban hunter and stalker. They know the cities intimately, and know their prey in just as much detail. The Warder is basically a City based Ranger for a more Urban campaign. Adventures: Warders often accept the role of protector, aiding those who live in or travel through the cities. In addition, they often carry grudges against certain types of creatures or powerful members of a city and look for opportunities to find and destroy them. Additionally, many Warders adventure for this reason. Characteristics: The Warder is proficient with all simple and martial weapons and capable in combat. Their skills allow them to survive in the city, to find their prey, and to avoid detection. They also have special knowledge of certain types of creatures. This knowledge makes them more capable of finding and defeating those foes. Finally, an experienced Warder has such a tie to the cities that they can actually draw on natural power to cast divine spells, much as do Rangers. Alignment: Warders can be of any alignment. Most are good, and they are protectors of the cities. In this role, a warder seeks out and destroys or drives off evil creatures and powers that threaten the city. Good Warders also protect those who live in and travel through the cities, serving sometimes as guides and sometimes as unseen guardians. Warders are mostly chaotic, preferring to follow their own code rather than the rigid laws set down by city rulers. Evil Warders, though rare, are much to be feared. They revel in the power they can attain in knowledge and wealth. They are predators that prey on those with crippling secrets, or those with no other form of protection. They gain spells just as good Warders do, for the nature of the city is both good and evil. Religion: Warders gain their spells from a chosen deity. The most common Deities to support Warders are: Cyric, Helm, Mask, Oghma, Shar, Tempus, Hoar, Erevan Ilesere, Clanggedin, Vergadain, Dumathoin, Abbathor, and Gorm, though many others are known to occasionally support a Warder in order to spread the basis of faith for a new clergy. Background: Some Warders gain their training as part of a guild or society, while many learn their skills from solitary survival on the city streets as urchins or possibly just for the excitement of being on the seeder side of city life. Races: Any race may be a Warder, though they tend to be of the predominant species of the individual home city. Classes: Warders get along well with most city dwelling fighters, rogues, clerics, wizards, sorcerers, and bards. They bicker with Paladins and don’t truly understand Rangers, Barbarians or Druids, nor do they tend to get along with Monks in their ethics or seclusion. GAME RULE INFORMATION Warders have the following game statistics. Abilities: Dexterity is important for a Warder due to the tendency toward light or no armor, as well as to perfect their skills of stealth. Strength is also important as a Warder is still a warrior class. Wisdom is also important to a Warder for heightened senses and spell use, as a Wisdom of 14 or higher is required to get access to the most powerful Warder Spells. A Wisdom of 11 or higher is required to cast any Warder spell at all. Alignment: Any Hit Die: d8 CLASS SKILLS: 6+INT/level The Warder's class skills are: Appraise, Bluff, Climb, Craft, Diplomacy, Hide, Intimidate, Intuit Direction, Jump, Knowledge (Administration, Bureaucracy, Evidence Analysis, Fashion, Intelligence Analysis, Law, Psychology), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Urban Lore, and Use Rope. CLASS FEATURES: All of the following are class features for the Warder. BAB: Fighter Saves: Fortitude = Good / Reflex & Will = Poor Level..Special..............................................Spells: 0/1/2/3/4 1.......Shadow, Favored Enemy (+1), ..........Chosen City, Bonus Feat...............................0/-/-/-/- 2.......---...................................................................0/-/-/-/- 3.......Favored Enemy (+2).......................................1/-/-/-/- 4.......Bonus Feat.....................................................1/0/-/-/- 5.......Favored Enemy (+3).......................................2/0/-/-/- 6.......Chosen City....................................................2/1/-/-/- 7.......Favored Enemy (+4).......................................3/1/-/-/- 8.......---...................................................................3/1/0/-/- 9.......Bonus Feat, Favored Enemy (+5)...................4/1/0/-/- 10.....---...................................................................4/1/1/-/- 11.....Chosen City, Favored Enemy (+6)..................4/1/1/0/- 12.....---...................................................................4/1/1/1/- 13.....Favored Enemy (+7).......................................5/1/1/1/- 14.....Bonus Feat.....................................................5/2/1/1/0 15.....Favored Enemy (+8).......................................5/2/1/1/1 16.....Chosen City....................................................5/2/2/1/1 17.....Favored Enemy (+9).......................................5/2/2/2/1 18.....---...................................................................5/3/2/2/1 19.....Bonus Feat, Favored Enemy (+10).................5/3/3/3/2 20.....---...................................................................5/3/3/3/3 Weapon and Armor Proficiency: A Warder is proficient with all simple and martial weapons, light and medium armor, and shields. Bonus Feats: Warders gain a bonus general feat at 1st, 4th, 9th, 14th, and 19th levels. Chosen City: A Warder chooses a Chosen City. They gain a +1 bonus to Bluff, Bribery, Diplomacy, Fence, Hide, Intuit Direction, Investigation, Knowledge (Administration, Bureaucracy, Fashion, Law), and Spot skill rolls while in their Chosen City due to their familiarity with the surroundings. While in a Chosen City alone and lightly encumbered the Warder moves at x1.5 their Overland Movement Rate. The Warder does not get this bonus in any armor heavier than Light due to the weight and movement restrictions of that armor. Every 5 levels after 1st (6th, 11th, 16th) a Warder's chosen City bonus advances by +1, and they may choose another City at +1. (EX: 1st Level = +1 City 1, 6th Level = +2 City 1 & +1 City 2, etc.) Favored Enemy: At first and every odd level after that, Warders get a point of Favored Enemy bonus. Points of Favored Enemy may be spent on the following creature types, to gain or upgrade bonuses against those creatures. The creature types a Warder may choose are: Aberrations, Constructs, Humanoid Types*, Outsiders*, Shapechangers, Undead, and Vermin (*: unlike Rangers, Warders do not have to take as a narrowly defined group). A maximum of five points can be placed into any one creature type. For each point of Favored Enemy in a creature type, the Warder gets a +1 bonus to the Bluff, Investigation (Track), Listen, Sense Motive, and Spot skill checks against that creature type. They also gain this bonus to attack and damage rolls against these creatures. Shadow: The Warder gains the feat Shadow (from Traps & Treachery) at 1st level. Spells: A Warder gains the ability to cast a small number of divine spells. To cast a spell, the Warder must have a wisdom score of at least 10+the spell’s level. Warder bonus spells are based on Wisdom and saving throws against these spells have a DC of 10+spell level +Wisdom modifier. A zero on the spell indicates that spells are gained at that level only if the Warder gains bonus spells from Wisdom. A Warder has access to any spell on their list and can freely choose which to prepare. A Warder prepares and casts spells just as a cleric does (though Warders do not get spontaneous spell exchange for healing). Warder Spell List: Level 0: Cure Minor Wounds, Detect Magic, Detect Poison, Distraction, Guidance, Light, Mending, Mental Alarm, Minor Ward, Purify Food & Drink, Read Magic, Resistance, Silent Portal, Virtue Level 1: Alarm, Bane, Camouflage, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Delay Poison, Detect Chaos/Evil/Good/Law, Divine Favor, Ironguts, Kaupaer’s Skittish Nerves, Know Protections, Low-Light Vision, Magic Weapon, Net of Shadows, Quicken, Precise Vision, Protection Chaos/Evil/Good/Law, Shield of Faith, Speed Swim, Stalking Brand, Surefoot Level 2: Blessed Aim, Body Blades, Calm Emotions, Cure Moderate Wounds, Curse of the Brute, Darkness, Eagle’s Splendor, Enthrall, Find Traps, Hold Person, Knife Spray, Lesser Telepathic Bond, Rapid Strike, Scent, Shadow Mask, Silence, Spiritual Weapon, Thief Ward, Undetectable Alignment, Zone of Truth Level 3: Blacklight, Blade Thirst, Cloaked Sphere of Radiance, Contagion, Create Food & Water, Dark Way, Decoy Image, Detect Traps, Easy Climb, Invisibility Purge, Magic Vestment, Neutralize Poison, Poison, Remove Disease, Safe Clearing Level 4: Bane Weapon, Blindsight, Castigate, Discern Lie, Divine Power, Fire Stride, Freedom of Movement, Greater Magic Weapon, Know Vulnerabilities, Nondetection, Polymorph Self, Tongues, Unfailing Endurance [/QUOTE]
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