Difference between revisions of "Warden"
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For as long as mortals have had hopes of power, advancement, success, and prestige, they have known the simple truth that the road to success is a path of conflict with opposition of every form trying to bar the way, including those who would not hesitate to see them dead. In the beginning, two people would clash leading to one rising, and that would bring success and all that came with it, but over time, this clashing of individuals became a clashing of ideals and intentions, leading to greater efforts to overcome the other side's works. As the means, the goals, and the institutions, be they of law, faith, or criminality expand, something always comes back to that first, most basic truth- some must rise, and for them to rise, some must fall, often onto blades. Criminals develop new techniques for evading the law, churches beseech the Overseers for blessings for those who campaign on their behalf, mercenaries and soldiers alike have studied and sought out every advantage they can, with blades and tools of war, and slayers seek new advantage in poison and subterfuge. | For as long as mortals have had hopes of power, advancement, success, and prestige, they have known the simple truth that the road to success is a path of conflict with opposition of every form trying to bar the way, including those who would not hesitate to see them dead. In the beginning, two people would clash leading to one rising, and that would bring success and all that came with it, but over time, this clashing of individuals became a clashing of ideals and intentions, leading to greater efforts to overcome the other side's works. As the means, the goals, and the institutions, be they of law, faith, or criminality expand, something always comes back to that first, most basic truth- some must rise, and for them to rise, some must fall, often onto blades. Criminals develop new techniques for evading the law, churches beseech the Overseers for blessings for those who campaign on their behalf, mercenaries and soldiers alike have studied and sought out every advantage they can, with blades and tools of war, and slayers seek new advantage in poison and subterfuge. | ||
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'''Armor Proficiencies''': None<br> | '''Armor Proficiencies''': None<br> | ||
'''Skill Points''': 4 + Int modifier<br> | '''Skill Points''': 4 + Int modifier<br> | ||
− | '''Class Skills''': | + | '''Class Skills''': Diplomacy, Heal, Intimidate, Knowledge: Nobility, Perception, Sense Motive, and Parry.<br> |
'''Protective Aura''': At 1st level, the Warden gains an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Warden, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.<br> | '''Protective Aura''': At 1st level, the Warden gains an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Warden, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.<br> |
Latest revision as of 21:36, 22 September 2018
Base Classes | Prestige Classes |
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For as long as mortals have had hopes of power, advancement, success, and prestige, they have known the simple truth that the road to success is a path of conflict with opposition of every form trying to bar the way, including those who would not hesitate to see them dead. In the beginning, two people would clash leading to one rising, and that would bring success and all that came with it, but over time, this clashing of individuals became a clashing of ideals and intentions, leading to greater efforts to overcome the other side's works. As the means, the goals, and the institutions, be they of law, faith, or criminality expand, something always comes back to that first, most basic truth- some must rise, and for them to rise, some must fall, often onto blades. Criminals develop new techniques for evading the law, churches beseech the Overseers for blessings for those who campaign on their behalf, mercenaries and soldiers alike have studied and sought out every advantage they can, with blades and tools of war, and slayers seek new advantage in poison and subterfuge.
Wardens are individuals who understand this quintessential fact of life, who perceive that beneath the mask of civility and refinement, almost everyone seeks to possess what another possesses. They're critically aware of the nature of power and it's interactions, and the inevitability of someone, somewhere, resorting to the blade when all else fails. Wardens are highly trained and motivated combatants from diverse backgrounds who train themselves to be the inevitable check to such measures. Every Warden is different, bringing their own reasoning and cause to their efforts, but the path they walk brings them to a basic understanding- somewhere, someone, wishes to end what they believe in, and those individuals who strive towards it on their behalf, and all that stands between the realization of what they seek and the end of that dream, is their body and will. Brutal to behold, Wardens wield abilities to safeguard their chosen ward from harm, even taking on the harm that befalls them, before turning their formidable abilities to the offensive, moments of such combat awe-inspiring as the Warden bursts through battle to fall upon any that would threaten their ward.
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Requirements
Base Attack Bonus: +6
Feats: Alertness, Toughness
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Class Features
Hit Die: d8
Base Attack Bonus: High
High Saves: Reflex and Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int modifier
Class Skills: Diplomacy, Heal, Intimidate, Knowledge: Nobility, Perception, Sense Motive, and Parry.
Protective Aura: At 1st level, the Warden gains an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Warden, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.
Weapon Proficiency: Simple: At 1st level, the Warden gains proficiency with all simple weapons
Skill Focus: Search: At 1st level, the Warden gains Skill Focus: Search as a bonus feat
Guarding the Monarch: Beginning at 2nd level, the Warden can protect one selected ally within 30 feet. This protection acts as the Shield Other spell cast at the Warden's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Warden takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day
Weapon Proficiency: Martial: At 2nd level, the Warden gains proficiency with all martial weapons
Weapon Finesse: At 2nd level, the Warden gains Weapon Finesse as a bonus feat.
Frantic Reactions: At 3rd level, the Warden can rush across the battlefield and defeat enemies plaguing his allies. This translates to a +10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.
Shield Proficiency: At 3rd level, the Warden gains proficiency with bucklers and heavy shields
Skill Focus: Spot: At 3rd level, the Warden gains Skill Focus: Spot as a bonus feat
Weapon Proficiency: Exotic: At 4th level, the Warden gains proficiency with all exotic weapons
All-Out Assault: At 5th level, the Warden can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Warden takes 10 points of damage from the incredible strain. This ability can be used once per day.
Tower Shield Proficiency: At 5th level, the Warden gains proficiency with tower shields