New Core Class: the Warden

Witness

First Post
This is a new core class I came up with awhile back. Please give me your opinions, critiques, or ideas for ways to make it better.

Like a fighter or barbarian, the Warden is skilled in combat, but her abilities focus more on defense than offense. Her defensive prowess improves as she grows in power, and she is able to extend this protection to others.

Alignment: any non-chaotic

Hit Dice: d10

Base Attack Bonus: as fighter

Saves: as fighter (good Fort only)

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)

Skills Points: 2+ Int mod

Weapon and Armor Proficiency: The Warden is proficient with simple and martial weapons. She is also proficient with light and medium armor, and with shields (except tower shields). Note that armor check penalties for armor heavier than leather apply to certain skills.

Call to Arms (Su): The Warden’s call to arms allows her to summon arms and armor. At 1st level, she can call a shield. When she uses her call to arms, she can customize and stylize the called item, but they are always recognizable and function like their normal equivalent. They have the default hardness and hitpoints of equivalent normal items, but are effectively weightless and are not affected by spells that target specific materials, such as Heat Metal or Repel Wood. A called item remains for a number of rounds equal to the Warden’s class level + her Charisma modifier, but can be willed away as a free action. The Warden can use her call to arms ability once per day at 1st level, and once more per day every 3 class levels (3, 6, 9, etc.).

Call Shield: At 1st level, the Warden can summon a light steel shield, which appears immediately on her arm so she must have at least one free hand. This shield provides a +2 shield bonus to AC, but imposes a –1 check penalty to certain skills, and a 5 % chance of arcane spell failure. A called shield disappears if dropped.

Call Weapon: At 3rd level, the Warden can call any weapon with which she is proficient. She can call a ranged weapon, but not ammunition or a weapon inappropriate for her size. Usually the Warden must have at least one-hand free to call a weapon, though she can conjure spikes on armor or a shield. A called weapon is considered masterwork, granting a +1 enhancement bonus to attacks. Unlike a called shield, a called weapon does not disappear if dropped, and can be wielded by anyone, but all others suffer a –2 penalty to attacks and damage with that weapon.

Call Armor: At 5th level, The Warden can call a suit of armor. This armor provides a +3 armor bonus, but limits her maximum dexterity bonus to AC to +5, imposes a –3 armor check penalty to certain skills, causes a 20% chance of arcane spell failure, and limits her speed like medium armor. Called armor replaces any normal armor worn (if any), and the Warden loses any bonuses, abilities, and penalties of that armor. When wearing called armor, the Warden cannot use her aura (or touch) of protection ability and loses any bonuses of that ability to herself, though others within the radius are still affected for the duration. Called armor disappears if removed. At levels 9, 12, 15, and 18, the armor bonus provided by the Warden's called armor improves by +1.

Aura of Protection (Su): The Warden can generate an aura that protects her and her allies. For a number of minutes equal to one-half her class level + her Charisma modifier, the Warden and all allies within a 20 ft. radius receive a +1 bonus to saving throws. This aura stays centered on the Warden, so an ally that moves beyond the range loses this bonus. The Warden can use this ability once per day at 2nd level, and once more per day at levels 5, 10, 15, and 20. The bonus to saves granted by the Warden’s aura improves by +1 at levels 5 and 15, and the radius of her aura improves to 30 ft. at 15th level. At 10th level, the Warden’s aura also grants a +1 bonus to armor class, which improves to +2 at 20th level.
All bonuses from the Warden’s aura (or touch) of protection are luck bonuses. The Warden cannot have more than one type of aura in place at the same time, though she may prematurely terminate her aura at will.

Touch of Protection: At 4th level, the Warden can provide additional protection to a particular creature. She touches an ally, and they gain the benefits of her aura of protection, as well as an additional +2 bonus to saves and armor class. Using this ability expends a use of the Warden’s aura of protection, but these bonuses last for only one round per class level. The Warden cannot affect herself with this ability, and the bonuses from the Warden’s protective touch do not stack with those of her protective aura. This ability can be used within the radius of the Warden’s aura, and the affected creature does not need to stay near the Warden to retain this bonus, but more than one creature cannot be affected by her protective touch at one time.

Aura of Health: At 8th level, the Warden can use her aura to grant improved health and fortitude. She and all allies within a 90 ft. radius gain benefit of the feat Endurance, and the spell Endure Elements. Additionally, during every hour of non-strenuous activity, they recover 1 hit point. This aura lasts for a number of hours equal to one-half the Warden’s class level + her Charisma modifier.

Touch of Restoration: Starting at 12th level, once per day, a creature targeted with the Warden’s touch of protection is additionally affected as with the spell Restoration cast at the Warden’s class level.

Aegis Ability (Su): At 7th level the Warden gains one of the aegis abilities listed below. Aegis abilities enhance and improve her other special abilities. She gains an additional aegis ability at levels 10, 13, 16, and 19.

Arcane Armor: Choose one of the following spells: Darkvision, Longstrider, Resist Energy, or Water Breathing. The Warden gains benefit of that spell when wearing her called armor. The effective caster level for the spell is her class level. The Warden can acquire this ability multiple times, once for each spell.

Extra Arms: The Warden can use her call to arms ability one additional time per day. This ability can be acquired multiple times.

Holy Arms: The Warden’s called weapons are aligned, allowing them to bypass the damage reduction of certain creatures. She chooses the alignment of her called weapons when she acquires this ability, but she cannot choose an alignment opposed to her own. She can acquire this ability multiple times, but no single weapon can have more than one alignment.

Improved Armor: The Warden's called armor grants her limited protection from physical attacks. When wearing her called armor, each time she is dealt damage from a weapon or a natural attack, subtract damage equal to her Charisma modifier or one-fourth her class level, whichever is less. This damage reduction can reduce damage to 0 but not below 0.

Material Arms: Choose one of the following special materials: adamantine, alchemical silver, or cold iron. The Warden’s called items are considered to be of that material type, and their hardness and hit points change accordingly. The Warden can acquire this ability more than once, but each item can only be treated as a single special material. Even with this ability, spells that target a material type cannot affect the Warden’s conjured items. Adamantine called armor grants 2 points of damage reduction which may stack with that of the Improved Armor aegis ability.

Mighty Armor: The Warden’s called armor grants her a +1 bonus to Strength and Constitution. She can acquire this ability multiple times; the effects stack, but subsequently she receives a +1 bonus to either Strength or Constitution; pick one or the other each time she acquires this ability. The bonus to Constitution may grant the Warden additional hit points, which go away when the armor disappears.

Mighty Shield: Add +1 to the shield bonus provided by the Warden’s called shield. Additionally, the bonus to armor class provided by the called shield applies against all attacks, including touch attacks and attacks from incorporeal creatures.

Recall Arms: If a Warden’s called shield or weapon is dropped or destroyed, she can recall it as a free action. To use this ability, the Warden must have a hand free and the recalled object appears in that hand. The recalled item has the same qualities as the lost item, and disappears when the original would. The Warden can use this ability to recall a weapon being wielded by someone else. Using this ability does not expend uses of the Warden’s call to arms, and she cannot recall the same item more than once per round.

Saving Grace: When wielding a called shield, the Warden applies her Charisma modifier as a bonus to saving throws. This bonus to saves does not stack with that of her aura of protection.

Spell Aura: Choose one of the following spells: Calm Emotions, Daylight, Darkness, Invisibility Purge, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, or Zone of Silence. The Warden can expend a use of her aura of protection to instead produce the effect of the chosen spell. The spell is centered on the Warden. The caster level is her class level and the duration of the effect is either the normal duration for the spell, or one-minute per class level, whichever is less. The Warden can acquire this ability multiple times, once for each spell, but cannot have multiple spell auras active at the same time.

Steadfast Defense: The Warden’s called armor and shield grants her a +4 bonus to checks to resist bull rush, disarm, grapple, over run, and trip attacks. If wearing called armor and wielding a called shield, the Warden receives this bonus only once.

Swift Arms: The Warden can simultaneously call multiple items. She can call any combination of armor, shields, or weapons, though she cannot call more-than-one suit of armor, or more weapons or shields than she has hands free. With this ability, conjuring more than one item takes no more time than conjuring a single item (a standard action). This ability expends a number of uses of the Warden’s call to arms equal to one-less than the number of items called (minimum 1).

EX-WARDEN
A Warden who becomes chaotic in alignment cannot progress in levels as a Warden, though she retains all Warden abilities.
 
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I like it.

The one thing I can think of adding is make the summon arms and armor use the 3.5 item material (cold iron, magic, silver etc…) rules. Something like the Monk’s unarmed bonus and maybe the summoned armor can give a DR that is only effect by cold iron etc… Both the arms and armor would get better with levels. The other thing is you could make the Weapon Focus/specialization feats work with any summoned weapon.

-NetNomad
 

The one thing I can think of adding is make the summon arms and armor use the 3.5 item material (cold iron, magic, silver etc…) rules. Something like the Monk’s unarmed bonus and maybe the summoned armor can give a DR that is only effect by cold iron etc… Both the arms and armor would get better with levels. The other thing is you could make the Weapon Focus/specialization feats work with any summoned weapon.
Looking back, I don't really like the Improved Armor special ability. How about if I drop the Improved Armor aegis ability, and change the normal summoned armor so its AC bonus increases with level? I'd also add an aegis ability that grants DR, but the DR doesn't work against cold steel. I'm not sure about the weapons specialization though. I purposefully avoided giving straight bonuses to combat ability so as to not infringe on the Fighter's or Barabarian's role. With aegis abilities that allow the Warden to bypass DR, and grant bonuses to Strength, I think a flat bonus to damage might be a little too much.
 

Latest edit: changed the Call Armor ability to improve with level, and changed the Improved Armor special ability to grant damage reduction.
 





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