Pathfinder prestige class: Warden


Warden (prestige class)


               
The most elite sentinels of the night elf civilization are chosen to become wardens. They are gatekeepers, bounty hunters, guards, and assassins. Known for their relentless vigils and ruthless hunts, they are respected by their allies, and feared by all others—as a target sought by a warden does not last long.

Race and gender: Typically night elf, female

Requirements:

Base attack bonus: +5
Alignment: Any lawful.
Feats: Improved initiative, iron will, combat reflexes, weapon proficiency (moon sword)
Skills: Survival 4 ranks, stealth 4 ranks, knowledge (local) 3 ranks, profession (soldier) 5 ranks.


Hit die: d10.

Skill points: 6+int.

Armor and weapon proficiency: Light, medium, and heavy armor, light and heavy shields, and all simple and martial weapons.

 Class skills: Acrobatics, climb, craft, diplomacy, disguise, intimidate, knowledge (geography), knowledge (local), knowledge (nobility), perception, profession, ride, sense motive, stealth, survival, swim.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
1
1
1
0
Target focus 1/day, seeker talent, Dead or alive
2
2
1
1
0
Combat feat, Warden training +1
3
3
2
2
1
Seeker talent, Warden’s mark
4
4
2
2
1
Target focus 2/day, Warden training +2
5
5
3
3
1
Seeker talent, combat feat
6
6
3
3
2
Hide in plain sight, Warden training +3
7
7
4
4
2
Target focus 3/day, Seeker talent
8
8
5
5
2
Combat feat, Warden training +4
9
9
5
5
3
Seeker talent
10
10
6
6
3
Target focus 4/day, Warden’s target

Target focus: When the warden focuses on an enemy as a move action, they gain a +1 bonus on attack and damage rolls. This focus lasts until the focused target dies, or until they focus a new target. Once per day, they can instead focus their hunt on one specific enemy as a swift action, gaining a bonus to damage rolls equal to twice their level, and an attack bonus equal to their intelligence modifier (minimum 1). This focus lasts until the target is killed, or until the warden rests. The warden cannot focus more than one enemy at a time. If they are on a mission to seek out one specific individual, they may only focus this creature if they are present in combat.


Dead or alive: The warden does not take a penalty to attack rolls when attempting to deal nonlethal damage.

Seeker talent: In their training, wardens learn several abilities to combat and detain their enemies, from the physical to the supernatural. They gain a seeker talent at first level, and every two levels thereafter.

Fan of knives (Su): When throwing a dagger, kukri, or other light blade (see fighter weapon groups), the warden can split it with supernatural energies. This deals the weapon’s damage to all targets within a 20-ft. cone, rolling a single attack roll against the AC of all targets. If the target is within 20 ft., they are hit once. If they are within 10 ft., they are hit by two knives. If they are adjacent to the warden, they are hit with four. The warden can throw a fan of knives a number of times per day equal to 3 + their intelligence modifier.

Hunter’s eye (Ex): When rolling for concealment, the warden rolls twice and takes the higher result. At 10th level, they ignore all concealment and have blindsight 10 ft.

Imprison (Sp): The warden creates a cage of force around them, as the force cage spell. This cage lasts for a number of minutes equal to the warden’s level, or until dismissed as a standard action. This can be used once per day, plus one additional use at 5th and 10th level.

Light of Elune (Su): The warden creates a light in her hand, granting bright light out to a range of 10 ft. around her. Enemies in the area take a -10 penalty to their stealth checks, and those that are invisible are temporarily revealed (no save) while in the light’s radius. This light can be thrown by the warden and picked up by other creatures. It lasts a number of rounds equal to the warden’s level plus their intelligence modifier. This can be used once per day, plus one additional use at 3rd, 6th, and 9th level. They must have one free hand to use this ability.

Lockdown (Su): The warden learns how to stop their enemy from escaping using magical means. This acts as the spell dimensional anchor. This can be used a number of times per day equal to the warden’s intelligence modifier.

Omnislash: The warden disappears and reappears as they strike one specific target they are focused on, attacking at their highest base attack bonus a number of times equal to their intelligence modifier. The enemy is flat-footed to these attacks. This can be used once per day, and requires 6th level.

Precise strikes (Ex): The warden gains the rogue’s sneak attack ability, dealing 1d6 damage. This increases by 1d6 at 5th and 10th level.

Spectral deflection (Su): when wielding a moon sword, the warden gains a bonus to their deflection AC equal to the weapon’s enhancement bonus. This does not stack with other bonuses, such as that from a ring of protection. This requires 4th level.

Split glaive (Su): The warden can throw their moon sword at a square within range, and cause it to split, damaging all enemies adjacent to the space. This deals weapon damage. Enemies may make a reflex save for half damage.

Spring attack (Ex): The warden gains spring attack as a bonus feat. They do not need to meet the prerequisites for this feat.

Throw glaive (Su): The warden can throw a glaive of force, force damage equal to their weapon dice damage + their intelligence modifier in a line that extends 10 ft. per level of the warden. The glaive returns to the warden at the beginning of her next turn, dealing the same damage. If she moves, it returns to her new position, dealing damage to those in the way.

True sight (Sp): As a standard action, the warden can see through all illusions and effects such as images and invisibility as the true seeing spell for a number of minutes equal to their level, split up into minute increments. At 10th level, this is a move action. This requires 4th level.

Spirit of vengeance (Su): The warden can send out the spirit of a past warrior of her clan, dealing 1d6 divine energy damage per level and knocking them back 5 ft., plus 5 ft. for every 5 levels the warden possesses. A successful will save halves the damage and negates the knockback.

Combat feat: As the warden’s training is rigorous toward their ability to combat and detain dangerous individuals, they gain a combat feat at 2nd, 5th, and 8th level. They can use their warden level in place of fighter levels for the purpose of qualifying for feats, and stack with fighter levels for the requirements.

Warden training: Trained in the art of hunting escaped prisoners and criminals, the warden gains a +1 bonus to survival checks to track, intimidate checks, and perception checks to look for hidden individuals and surprise attacks. In addition, they gain an additional +1 bonus to their attack and damage rolls with moon swords, and on will saves against fear, charm, compulsion, and enchantment effects.

Warden’s mark: At third level, the warden may place a brand upon the skin of an enemy within 100 ft. with the symbol of the wardens as a standard action. This brand lasts a number of days equal to the warden’s level + their intelligence modifier. While this mark is present, it allows the warden to discern the direction of the marked individual at any time as a swift action. This can be used a number of times per day equal to their level, but only one mark can be active at any one time.

Hide in plain sight: At 6th level, when in an area of dim light or lower, the warden can make a stealth check to hide even while being observed.

Warden’s target: When the warden places their mark upon a target, they cannot hide from the warden by any magical means, even those such as dweomer effects, invisibility, or others. If they have a spell such as mind blank, the warden must make a caster level check (with a bonus of double their level) against 11 + the caster’s level. If successful, they can make one check or spell against the target, but that is all. The warden also gains a +10 bonus to their perception checks to find the target.

Warden gear

Warden’s cloak: This cloak is given specifically to wardens, crafted by the order. It grants the individual a +2 AC bonus against flanking enemies, and those that deal precision damage to the warden take 1d6 damage due to the flash of blades that glance off the heavy cloak. At their highest base attack bonus -5, the warden can strike with the cloak during a full attack, dealing 1d6 damage (critical 19-20/x2, slashing).  This cloak’s attack has an enhancement bonus of +1, and its damage is considered lawful. They can also make the attack with their highest base attack bonus as a standard action.

Price: 15000 gold. (+2) 21000 gold (+3) 31000 gold (+4) 45000 gold (+5) 63000 gold (+6) 85000 gold (+7) 111,000 gold (+8) 141,000 gold (+9) 175,000 gold (+10) 213,000 gold. The cloak’s enhancement bonus cannot be higher than +5, but abilities can be given to the cloak. In the hands of a non-warden, or someone that has betrayed their order, the cloak only retains its base, non-magical attack (not lawful).

Moon sword: This circular blade is characteristic of a warden. It has a handle on one part of the circle, and has jagged edges around the inside and outside of the blade. Due to its odd shape and complicated fighting style, it classifies as an exotic weapon.

One-handed, exotic. Damage: 1d8, slashing. Critical: 18-20/x2. Weight: 10 lbs. Range: 5 ft. Price: 100g. Throw range: 20 ft.

Warden’s armor: This plated armor is surprisingly light, crafted specifically for the wardens, who hunt their targets in the dark of night. It counts as +3 shadow full plate, but is considered medium armor. This armor has a maximum dexterity bonus of +3, and an armor check penalty of -3. Price: 35000 gold. In the hands of a non-warden, or someone who has betrayed their order, the armor is +1 full plate. This armor can be made of mithral, but this does not bring the armor type lower than medium.


Feats

Extra seeker talent: The warden can learn one additional seeker talent. This feat can be taken multiple times.

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