Preview: The Warden

Warden's Grasp: Replace the spectral vines with spectral hands and limbs and you got that covered.

Weight of Earth: Spirits grasp and claw at the enemy like an angry mob. While your blade strikes home.

Earth Spikes: Solitary spirits rise silently from the ground like ancient guards awaiting those that cross their path.

Wow I like that for my dwarf idea. I would change "spirit" to "ancestor" for my dwarf guy who dabbles a lot in earth and "dwarven ancestral" powers... hmmm I may need to roll up a character here...

The crunch in me also can't deny the appealing synergy of dwarven racial with the second wind buff this class provides.
 

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That's a fair point. You could sub in "stone" or "rock" for some of them, but even that'll only get you so far.
As others have pointed out during the Golden Wyvern Adept business, you can change the name for something, but then that leads to this, every time the power is used:

I'm going to use X!
What's X do?
Well, it's Y, just named X.
Then why not call it Y?
Because I don't like Y.

Or:

I'm going to use X!
How does that work?
Well, I need to look it up. Wait... it's not in the book.
DIdn't you rename it?
Yes! What did I rename, though?
 

Fluff wise, well like I always do when it comes to magical classes there will be refluffing. Specifically when it comes to Primal the theme has been emphasizing the spirits and deemphasizing the nature connection.
How does this relate to your voodoo thing?

I thought barbarians were the priests of Lao, or something.
 

Yeah that is why with my fluff changes I keep the original name. Since it won't be actually referenced in game, like the Warden doesn't know when he does such and such it is called whatever.
 

Yeah that is why with my fluff changes I keep the original name. Since it won't be actually referenced in game, like the Warden doesn't know when he does such and such it is called whatever.
How does that work?

Every game I've been in, the player says what power they are using so the DM understands what they're doing.
 

As others have pointed out during the Golden Wyvern Adept business, you can change the name for something, but then that leads to this, every time the power is used:

Sure. That was a Wotc "you" not a Rechan "you", as in "Wizards could change some of the power names to rock, but that probably wouldn't help too much."
 

How does this relate to your voodoo thing?
Hmm... Well that one is more a "fits any setting" initial fluff.

For the Voodoo one, I imagine it could fit pretty closely still. As a nice counter point actually to the classes that work with the Loa, I am tempted for Wardens to work with spirits who are bound to this world because of displeasing the Loa before they were exiled and thus never reached the spirit world.

I am working on another setting (group got larger so want to try out new setting with it. Plus been reading/watching lots of cyberpunk stuff lately and with all the Primal stuff been shown and Open Grave I have brainstormed a "cyberpunk in fantasy" setting which uses Spirits as the main source for lots of what would normally be technology) and in that one. The Warden will stick pretty close to initial fluff, and actually somewhat close to Voodoo one as well, in this case they would be spirits who bound themselves to the land. After the connection between the World and the Spirit World got severed (long setting plot-point) as a last ditch effort to remain "alive".

Edit: Saw your second post. It works pretty well, the players say what mechanics happen like you know, "I rolled a 17. I rolled a 8 and is slowed" They then just do the fluff description and add any secondary effects in there, "he grows sluggish", etc.
 
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I am working on another setting (group got larger so want to try out new setting with it. Plus been reading/watching lots of cyberpunk stuff lately and with all the Primal stuff been shown and Open Grave I have brainstormed a "cyberpunk in fantasy" setting which uses Spirits as the main source for lots of what would normally be technology) and in that one. The Warden will stick pretty close to initial fluff, and actually somewhat close to Voodoo one as well, in this case they would be spirits who bound themselves to the land. After the connection between the World and the Spirit World got severed (long setting plot-point).
Off-topic, but back in 3e, I was convinced you could run a wicked Cyberpunk-type game with Eberron.

The Houses make great corps. The various Grafts could function as implants.
 

Off-topic, but back in 3e, I was convinced you could run a wicked Cyberpunk-type game with Eberron.

The Houses make great corps. The various Grafts could function as implants.
So to not drag the thread too off-topic shall just say I plan to sooner or later make a brainstorming/what you think? Thread about the setting. It will quite a lot of text I must say :P
 

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