Wardkeeper (base class, PEACH)


Homebrew and House Rules


I like Kamis.

Wardkeeper

Kami are the ancient spirits of nature, created by the gods as guardians for those parts of nature that could not protect themselves. Immortal and powerful, kami rarely give thought to the tiny, short-lived mortal races. Once in a great while, though, a mortal catches the attention of a powerful kami and gains its favour through providing a service to or otherwise honoring the kami.
The kami, usually a jinushigami, bestows upon the mortal a gift disguised as a further service to the kami. He is charged with the lifelong protection of a shikigami and its ward.
The newly-made wardkeeper is granted amazing power by his jinushigami patron and their shikigami ward; power enough to protect his ward and empower any allies who may aid him.

Role: While no pushovers on their own, Wardkeepers truly shine as part of a team. With abilities that strengthen both themselves and their allies, a group of adventurers with a wardkeeper among them is a force to be reckoned with.

Alignment: Any non-evil

Religion: Wardkeepers must be followers of Kami-do

Hit die: d8

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The wardkeeper’s class skills are Craft (all), diplomacy, heal, knowledge (geography), knowledge (nature), knowledge (religion), perception, profession (all), sense motive, stealth, survival and use magic device.

Skill ranks per level: 4+int modifier

½ Base Attack Bonus
Good Fortitude and WIll saves
6th level prepared caster

1: Orisons, Ward Sight, Kami Ward, Ward Bonus
2: Ward Bonus, Ward Feat
3: Kami Speech (Animals)
4: Ward Bonus, Weapon Ward, Magic Ward
5: Split Ward 1
6: Ward Bonus, Ward Feat
7: Kami Familiar, Kami speech (Plants)
8: Ward Bonus, Returning Ward
9: Merge With Ward
10: Ward Bonus, Ward Feat
11: Split Ward 2
12: Ward Bonus, Kami speech (Stones)
13: Merge With Split Wards
14: Ward Bonus, Ward Feat
15: Animate Ward
16: Ward Bonus, Kami Speech (Constant)
17: Split Ward 3
18: Ward Bonus, Ward Feat
19: Animate Split Wards
20: Blessing of the Kami[/table]

Weapon and armor proficiencies: Wardkeepers are proficient with all simple weapons. Wardkeepers are proficient with light armor, medium armor and shields (except tower shields).

Spells: A wardkeeper casts divine spells, which are drawn from the druid spell list. A wardkeeper must choose and prepare his spells in advance.
To prepare or cast a spell, the wardkeeper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wardkeeper's spell is 10 + the spell level + the wardkeeper's Wisdom modifier.
Like other spellcasters, a wardkeeper can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wardkeeper. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A wardkeeper must spend 1 hour each day in a trance-like meditation with at least one of his wards to regain his daily allotment of spells. A wardkeeper may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons(Su) Wardkeepers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Wardkeeper under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Ward Sight(Su) A wardkeeper can inherently tell if a something is a kami’s ward and if a kami or wardkeeper is merged with the ward by looking at it. A wardkeeper can determine the direction of all wards within ten miles by concentrating for one minute.

Kami Ward(Ex) At 1st level, a wardkeeper is charged with protecting a shikigami’s ward. The ward must be a decorative object made of wood or stone that is one or two size categories smaller than the wardkeeper. As long as the ward is in the wardkeeper’s or the wardkeeper’s shikigami familiar’s possession, it only weighs 1/2lbs if two size categories smaller than the wardkeeper or 2lbs if one size category smaller than the wardkeeper. When in anyone else’s possession a diminutive wooden ward weighs 1lbs and diminutive stone ward weighs 5lbs. For every size category above diminutive, multiply the ward's weight by 4. Wooden wards have a hardness of 5. Stone wards have a hardness of 8. Diminutive wards have 5 hitpoints plus one per class level. Tiny wards have 10 hitpoints plus one per class level. Small wards have 15 hitpoints plus one per class level.

Until the Wardkeeper reaches 7th level the shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward.

The wardkeeper has an empathic link with the ward and can always tell how far away and in what direction it lies, no matter the distance. This link also allows the wardkeeper to tell if the ward is in another creature’s possession and the alignment of any creature possessing the ward. This link ceases to function if the ward is taken to a different plane than the wardkeeper but resumes functioning once the two are on the same plane again.

If the ward becomes broken or destroyed it can be replaced by crafting a new one. (DC10, 50sp value) If the shikigami within the ward is killed the wardkeeper’s kami ward is considered broken until the shikigami is replaced. The wardkeeper can attract a new shikigami to the ward with a ritual that lasts 12 hours and requires 100gp worth of rare herbs and oils. The wardkeeper gets a +10 ward bonus to the required craft skills when using it to repair or create a ward.

Ward Bonus(Ex) A kami ward grants a number of bonuses to whoever has it in their possession. At first level the kami ward grants a +1 ward bonus to attack and a a +1 ward bonus to AC. Every even level thereafter the wardkeeper adds a new ward bonus of his choice from the list below. If the wardkeeper has more than one ward he chooses which one grants the new bonus when it is gained. Ward bonuses on the same ward stack. Ward bonuses do not stack with ward bonuses from other wards. The wardkeeper can suppress or activate all bonuses a ward grants as a free action from any distance. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses. Ward bonuses to AC apply to touch AC.

Ward bonuses: The following ward bonuses can be taken a total of three times each: +2 any skill (can be taken three times for each skill), +2 initiative, +2 concentration, +2 CMB
The following ward bonuses can be taken a total of twice each: +1 AC, +1 attack, +1 will save, +1 reflex save, +1 fortitude save

Starting at level 10 the wardkeeper adds the following additional choices:
Three times each: +2 melee damage, +2 ranged damage, +5 hitpoints
Twice each: +1 melee attack, +1 ranged attack
Only once: +2 any ability score, +5’ land speed, +1 all saves

Ward Feats(Ex) At 2nd level and every four levels thereafter, a wardkeeper chooses a teamwork feat as a bonus feat. He must meet all prerequisites for these feats. He only has access to these feats as long as his kami ward is within 30’ of him. Any creature benefitting from any of the wardkeeper’s ward bonuses are granted all of his ward feats for as long as they are benefitting from the ward bonuses, even if they do not meet the prerequisites.

Kami SpeechSp At 3rd level the wardkeeper can cast speak with animals as a spell-like ability useable a number of times per day equal to his wisdom modifier. At 7th level he can cast speak with plants and at 12th level he can cast stone tell. At 16th level these effects become constant.

Weapon Ward(Ex) At 4th level the wardkeeper’s kami ward can be used as an effective weapon. Any creature who is benefitting from any of the wardkeeper’s ward bonuses gains the benefits of the Throw Anything and Catch Off Guard feats when attacking with a kami ward. A diminutive wooden ward deals 1d3 damage. A tiny wooden ward deals 1d4 damage. A small wooden ward deals 1d6 damage. Stone wards deal damage one die step higher than wooden wards. Kami wards are improvised weapons unless they are wielded by their wardkeeper.

When wielded by the wardkeeper, his kami ward is considered a simple weapon that he is proficient with. The ward’s damage die increases by one step. Wards two size categories smaller than the wardkeeper are one-handed and can be thrown with a range increment of 20 feet. Wards one size category smaller than the wardkeeper are two-handed and can be thrown with a range increment of 10 feet. Wooden wards have a critical range of 19-20 x2. Stone wards have a critical range of 20 x3. All wards deal bludgeoning damage.

Magic Ward(Ex)At 4th level the wardkeeper may add enhancement bonuses or magic weapon special abilities to his kami ward using the magic item creation rules as though he had the Craft Magical Arms and Armor feat. The wardkeeper can use craft(sculpting) or craft(carving) in place of any spellcraft checks required to enchant his wards.

Split Ward(Ex) At 5th level a wardkeeper’s shikigami familiar takes a second object as its ward. Like the first ward, the second ward must be a decorative object made of wood or stone one or two size categories smaller than the wardkeeper.

The second ward is treated as the same as the first in regards to all of the wardkeeper’s ward-based abilities.

The wardkeeper can choose to split his ward bonuses between his two wards. As part of his meditation to regain daily spells, as long as he has both wards in his possession, the wardkeeper can rearrange which ward grants which bonuses. For example; if he has ward bonuses that grant +2 AC +1 attack +1 all saves and +2 perception, he can choose to make his first ward grant +1 AC and +1 attack and his second ward grant +1 AC, +1 all saves and +2 perception. The second ward does not grant any bonuses until the wardkeeper rearranges his bonuses like this.

At 11th level the wardkeeper’s shikigami familiar takes a third object as its ward. At 17th level it takes a fourth. The third and fourth wards have all the same properties as above.

Kami Familiar(Ex) At 7rd level the shikigami within the wardkeeper’s kami ward grows to respect and trust the kami speaker enough to become his familiar. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the wardkeeper’s class level in place of the wizard level.

The wardkeeper’s kami ward is the shikigami’s ward. It always emerges holding its ward. The wardkeeper’s kami familiar benefits from the ward bonuses of a ward it is holding even if they are suppressed. At 5th level when the wardkeeper gains the split ward ability his kami familiar gains the merge with split wards ability. This is identical to the merge with split wards ability the wardkeeper gains at 13th level

Merge with Ward(Su) At 9th level as a standard action, a wardkeeper can merge his body and mind with his kami ward. When merged, the wardkeeper can observe the surrounding region with his senses as if he were using his own body. He has no control over his ward, nor can he communicate or otherwise take any action other than to emerge from his ward as a standard action. The wardkeeper benefits from all of the kami ward’s ward bonuses when merged with it, even if they are suppressed. A wardkeeper must be holding his kami ward to merge with it. The wardkeeper emerges holding his kami ward. If the wardkeeper has more than one kami ward he can only merge with one of them at a time. Only true seeing or ward sight can detect a wardkeeper once he is merged. If the wardkeeper’s kami ward becomes broken while he is merged with it, the wardkeeper is expelled from the ward and takes 4d6 damage. If the kami ward is destroyed while he is merged with it the wardkeeper is expelled from the ward and takes 10d6 damage.

Returning Ward(Su) At 8th level as a swift action a ward keeper can summon his kami ward into his hands from any distance as long as it is on the same plane as the wardkeeper and not in the possession of another creature. In addition, if the wardkeeper or his shikigami familiar use his kami ward as a thrown weapon it is treated as having the returning special ability.

Merge With Split Wards(Su) At 13th level the wardkeeper can choose to merge with all of his kami wards at once. When he merges with his wards this way he is considered merged with all of them and can choose to emerge from any one of them. He can shift the focus of his senses allowing him to observe the surrounding region from one ward to another as a free action. If a ward is taken to another plane while the wardkeeper is merged with it he loses his connection with it until it is back on the same plane as him. This otherwise functions as the merge with ward ability.

Animate Ward(Su) At 15th level the wardkeeper can choose to animate one of his kami wards whenever he merges with it. He can only animate one of his wards at a time. While a ward is animated he cannot shift his senses to or emerge from any other ward. He chooses which ward is animated when he merges with his wards.

Animating a ward functions like a Possess Object spell with no time limit and the following further differences.

Save for hitpoints, hardness (which are equal to the base object’s) movement speed and changes to size bonuses the animated ward has all the statistics and abilities of the wardkeeper. Small wards have a base land speed of 20ft. Tiny wards have a base land speed of 15ft. Diminutive wards have a base land speed of 5ft and a fly speed of 15ft (average) The animate ward benefits from any ongoing effects granted by equipment the wardkeeper was wearing when he merged but cannot use any activated effects of or access any items in the wardkeeper’s possession. The animated ward has a slam attack that deals damage equal to the damage the ward would deal as a weapon wielded by the wardkeeper.

If the kami ward has any enhancement bonuses or special abilities it adds those bonuses to its animated form’s slam attack. The animated ward benefits from all ward bonuses it would grant but does not benefit from the bonuses of any wards it carries.

Animate Split Wards(Su) At 19th level the wardkeeper can choose to animate two of his kami wards at once whenever he merges with them. The wardkeeper controls them simultaneously.

Blessing of the Kami(Ex) At 20th level the wardkeeper is filled with the power of kamis. All of his wards grant all of his ward bonuses simultaneously though they still cannot stack with each other.


Wardkeeper Feats

Extra ward bonus
Prerequisite: Ward bonus class feature
Benefit: Your kami ward gains a ward bonus of your choice.
Special: You may take this feat multiple times.

Extra ward feat
Prerequisite: Ward feat class feature
Benefit: You gain a teamwork feat of your choice as a ward feat. You must meet all prerequisites for the chosen feat.
Special: You may take this feat multiple times.

Metal ward
Prerequisite: Kami ward class feature
Benefit: Your kami ward is plated in either cold iron or silver. It's base hardness increases to 10. It's damage increases by one die step. It's weight when not in your possession doubles. If you have more than one kami ward or gain another kami ward you can choose to have them plated as well.


Archetypes

Onikeeper

Spoiler:
While wardkeepers gain there boons by impressing kami spirits with their honor and generosity, onikeepers attract the attention of the vile oni through displays of cruelty and heartless ambition. A powerful oni might be amused enough by a such displays to not only let the mortal live, but grant him great powers and the bound service of a spirit oni.

Alignment: Any evil

Class Skills: Onikeepers add intimidate to their class skills and remove diplomacy.

Oni Sight(Su) An onikeeper can inherently tell if a someone is an oni in disguise by looking at him. An onikeeper can determine the direction of all oni within ten miles by concentrating for one minute. This replaces the Ward Sight ability.

Oni Mask(Ex) At 1st level an onikeeper is given a hideous wooden oni mask by his oni patron. This mask weighs 2lbs, has a hardness of 5 and 10 hitpoints. The onikeeper gains a +2 ward bonus to intimidate when wearing his mask.

At seventh level the mask becomes a spirit oni familiar.

The onikeeper has an empathic link with the mask and can always tell how far away and in what direction it lies, no matter the distance. This link also allows the onikeeper to tell if the mask is in another creature’s possession and the alignment of any creature possessing the mask. This link ceases to function if the mask is taken to a different plane than the onikeeper but resumes functioning once the two are on the same plane again.

If the mask becomes broken or destroyed the onikeeper takes a -1 penalty on attack, AC and saving throws until the mask is repaired or replaced. Ward bonuses do not function if the mask is broken or destroyed. A mask can be repaired normally as any object. A mask can be replaced by crafting a new one. (DC10, 50sp value) If the onikeeper's spirit oni familiar is killed the onikeeper suffers the same penalties until the onikeeper summons a new spirit oni with a ritual that lasts 12 hours and requires 100gp worth of rare herbs and oils. The onikeeper gets a +10 ward bonus to craft(carving) when using it to repair or create an oni mask.

The mask functions exactly like a wardkeeper's kami ward for the purpose of granting ward bonuses and ward feats. The spirit oni familiar is considered merged with wards always up to 3rd level and when using it's mask symbiosis ability thereafter. This replaces the kami ward ability.

Oni Familiar(Ex) At 7th level the onikeepers oni mask is possessed by a spirit oni. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the wardkeeper’s class level in place of the wizard level.

Whenever the oni familiar is not using it's mask symbiosis ability, it benefits from all ward bonuses and ward feats it would grant to the person wearing it if it were using it's mask symbiosis ability. This replaces the kami familiar ability.

Magic Mask(Ex) At 4th level the onikeeper gains the ability to add magical abilities to his oni familiar as though it were an item and he had the craft wondrous items feat. The oni familiar has access to and can activate any abilities added to it as long as the no one is wearing it with mask symbiosis. This replaces the weapon ward and magic ward abilities.

Grant Ward Bonuses(Ex) At 5th level the onikeeper can grant some of his ward bonuses to another person. To do this, the person receiving the bonuses must prick his finger on the onikeeper's oni familiar's horn. This causes 1d2 charisma damage. The person then has the benefit of some of the onikeeper's ward bonuses for as long as at least 1 point of the charisma damage remains. Once the charisma damage is fully healed all ward bonuses granted to the person automatically return to the onikeeper's oni familiar.

The onikeeper can choose which bonuses are granted. For example; if he has ward bonuses that grant +2 AC +1 attack +1 all saves and +2 perception, he can choose to grant +1 AC and +1 attack to the person and keep +1 AC, +1 all saves and +2 perception with his oni familiar.

At 5th level the onikeeper can only grant his bonuses to one other person at a time. Attempting to grant a bonus to anyone else before the first person's charisma damage is fully healed has no effect. At 11th level he can grant bonuses to up to two people at once. At 17th level he can grant bonuses to up to three people at once. At 20th level there is no limit to the number of people he can grant bonuses to. This replaces the split wards ability.

Oni Form(Su) At 7th level the onikeeper has much in common with his oni patron. He is granted the power to shapechange into a monstrous mockery of his normal form once per day. This functions like the spell monstrous physique I except the onikeeper must take a shape that is the same size he is. At 10th level this functions like monstrous physique II. At 13th level this functions like monstrous physique III. At 16th level this functions like monstrous physique IV. The onikeeper can still only take a shape that is the same size he is. Every two levels after 7th the onikeeper gains an additional use of this ability per day. At 20th level he can use this ability at will. This replaces the merge with ward, returning ward, merge with split wards, animate ward, animate split wards and blessings of the kami abilities.

Kodama Friend

Spoiler:
Some wardkeepers are lucky enough to be given the honor of protecting the ward of a kodama kami instead of a shikigami kami.

Kodama Kami Ward(Ex) A kodama friend's first kami ward must be a small sized tree sapling that must be kept in a pot of soil. The tree, pot and soil weigh 10lbs altogether. The tree requires daily watering and sunlight to remain healthy. If it does not get water and sunlight for three days in a row it becomes sickly. This grants the same penalties as if the kami ward were broken. After two days of regular watering and sunlight the tree returns to health. If the tree does not receive water or sunlight for seven days in a row it dies. This grants the same penalties as if it were destroyed. If the tree dies or is destroyed it can be replaced with another small sapling found in a forest. (not a within a settlement)

Every time the kodama friend gains a level the tree grows, increasing in weight by 1lbs. By 7th level the tree is too large to carry and must be planted in a permanent location.

Any subsequent wards gained with the split ward ability are regular kami wards but must be made out of wood.

The ability replaces and otherwise functions as the kami ward ability, replacing any instance of shikigami with kodama. This ability also replaces the ward bonuses gained at 4th, 8th, 12th and 16th level.

Kami Companion(Ex) At 7th level the kodama kami within the ward grows to respect and trust the kodama friend enough to become his constant companion. The Kodama Kami friend uses the same advancement as a druid’s animal companion with the following changes:

Kodama companion statistics:
[SIZE="2"][SIZE="2"]Starting Statistics: Size small; Speed 30 ft. AC +1 natural armor; Immune bleed, mind-affecting effects, petrification, polymorph;Attack2 claws (1d3) Ability Scores Str 10, Dex 13, Con 12, Int 11, Wis 14, Cha 17; Special Attacks Distracting Gaze: Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the kodama to be visible to those it wishes to affect. The save DC is Charisma-based.;Languages Common, speak with plants, telepathy 100ft; Special Qualities merge with ward, ward (kodama kami ward); spell-like abilities (CL 6th), At will--speak with plants, 3/day -- charm animal.

10th-Level Advancement: Size Medium Ability Scores Str +2, Con +2; Special Qualities DR5/cold iron; Reist acid 10, electricity 10, fire 10; spell-like abilities (CL 6th), at will-- tree shape, 3/day-- entangle, tree stride[/SIZE][/SIZE]

HD
The kodami kami companion uses ten-sided dice for it’s hit-die.

Skills
Multiply the listed value by 2 to determine the Kodama's skill ranks. If the Kodama increases its Intelligence to 12 or higher, it gains bonus skill ranks as normal. Kodama Kami can have ranks in any skill; it’s class skills are climb, escape artist, perception, sense motive, stealth and survival. It cannot have more ranks in a skill than it has Hit Dice.

Feats
The kodama kami companion may select any feat for which it qualifies.

The Kodama Kami does not gain bonus tricks.

The kodama friend's kodama kami ward is the kodama’s ward. The kodama friend’s kami companion benefits from the ward bonuses of a ward it is holding even if they are suppressed. At 5th level when the wardkeeper gains the split ward ability his kami companion gains the merge with split wards ability.

The kodama friend’s effective druid level for his kodama kami companion is equal to his Kodama Friend level-3. This ability replaces the kami familiar, weapon ward and magic ward abilities.

Teleport to Ward(Su) At 7th level a kodama friend can teleport to his original kodama kami ward. This requires a ritual that takes ten minutes and can only be performed once per day. The kodama friend can bring along objects as long as their weight doesn't exceed his maximum load. After a kodama friend teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his kodama friend level-6. He must be adjacent his original ward to teleport back. At 13th level the ritual required to teleport only takes 1 minute. At 19th level it is a full round action. The kodama friend can only teleport to his original kodama kami ward, not to any of his subsequent wards gained with the split ward ability. This ability replaces the merge with ward, merge with split wards and returning ward abilities.

Animate Kodama Ward(Su) At 15th level the kodama friend's kodama kami companion can choose to animate one of his kami wards whenever he merges with it. If the kodama animates the original kodama kami ward this way it has the statistics of a treant but without a move speed or the animate trees ability. This replaces and otherwise functions as the animate ward ability.

Animate Split Kodama Wards(Su) At 19th level the kodama friend's kodama kami companion can choose to animate two of its kami wards at once whenever he merges with them. This ability replaces and otherwise functions as the animate split wards ability.


Skills
You don't need to write (all) after Craft and Profession. It is assumed. However, a list of class skills usually includes the relevant ability scores.

Kami Ward
Please take into account that I have never heard of a kami, shikigami, or jinushigami. Your document assumes that the reader knows about these things. I would expand upon things like this in you opening. Or, you can broaden the scope of the class to allow this class to work within different game settings, cultures, etc.

The first paragraph of the class feature is difficult to understand. It seems that the ward changes size (or weight?) when someone else holds it. Please find a way to drastically simplify the wording. You have an awful lot of words to explain something that will probably be a nuisance if it comees up. If you like, create a sidebar of sorts that has all kinds of info specific to the structure.

It also seems that all bonuses granted by the ward are extended to whomever has it in their possession. So if the ward is stolden, the new owner gets all the bonuses. This could really complicate the game if an ally holds it or worse if it is stolen. You have rules for when it is destroyed, but not stolen. Mechanically it will be simpler to say that the bonuses only extend to the wardkeeper. Maybe there could be a way to temporarily extend the bonus to an ally

Finally, you give conditions under which the kami will exit the ward before 7th level. This is very vague. What happens when it does?

Scarab Sages

I think it could use work, but you're onto something.

Rather than make the ward a weapon itself, may I suggest making it capable of augmenting a weapon instead?

I'd also like to see a customized spell list, rather than just duplicating the Druid's (I'd make it primarily Druid spells, but supplemented heavily by Wizard/Sorcerer and Bard spells).

@Ciaran Barnes: Given that this is a 21st Century gaming website, it is reasonable for OP to treat kami (Shinto nature spirits that inhabit all things) as common knowledge (which still never means literally everyone knows about it); several specific varieties of Kami are covered in the Bestiary 3.


Kami are in bestiary 3. Reflavoring for more genericness would probably be easy, but I like kami.

I dont know how the first paragraph can be made any more clear. "When the ward is in the wardkeeper's possession it weighs this much. If it is in anyone else's possession it instead weighs this much." Putting it in a sidebar is a good idea. I wanted to make a table but can't on the forum.

The entire point of the class is buffing his allies with ward bonuses. If the ward is stolen he can "suppress or activate all bonuses a ward grants as a free action from any distance. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses" Having to track down a thief to get his ward back (not difficult with the wardkeepers empathic link to his wards and trivial once he has merge weith split wards) sounds like a nice plot hook to me.

"Until the Wardkeeper reaches 7th level the shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward." So if the ward is being specifically targeted with sunder attempts or about to fall into a volcano or something the shikigami will emerge and do everything it can to save the ward. That's it. No mechanical change or anything, just a shikigami trying to save its ward.


I considered a customized spell list. Probably work on that once finals are done.

Like, making weapon enhancements ward bonuses? That's an idea. I do like the visual of swinging a stone badger statue at a demons head though... Is there a specific reason you believe that would be better?

Scarab Sages

DM Boka wrote:

I considered a customized spell list. Probably work on that once finals are done.

Like, making weapon enhancements ward bonuses? That's an idea. I do like the visual of swinging a stone badger statue at a demons head though... Is there a specific reason you believe that would be better?

I like that visual too, but at least the other way, you can still benefit from using some of the cool weapons you'll otherwise pick up on your adventures.

That said, some classes certainly do come with their own weapons, and it would be reasonable if this were one of them - but I'd improve their functionality as weapons if so. They should do more damage and develop enchantments. Also, different materials should offer different advantages and disadvantages, so that it isn't just a strict hierarchy of superiority. You could have a lot of fun with that part - and why stop at wood/stone/metal? Gems, bone, amber, porcelain, different varieties of wood/stone/metal, the obligatory jade, you could have a total field day!


Can you point me to the classes that do that?

So a couple options for weapon ward.
1. Wards grant enhancement bonuses and weapon abilities. Lets the wardkeeper use found weapons and adds to the helping allies theme as he could transfer abilities to other wards and hand them out. Enhancement ward bonuses wouldn't stack with those on the weapon but new abilities would be applied. Weapon ward bonusese would probably be in a different pool from regular ward bonuses. Or they could be added using crafting, though that may be too strong too easily.

2. Weapon ward remains similar to how it is but grants more powerful advantages than just being able to enhance it without feats. Level based? Different enhancements based on the wards materiel? I worry about this, and your suggestion of more material options because, while I like the idea of making an ability line for each and giving the wardkeeper the choice, the wardkeeper eventually has 4 wards and each can be made of a different materiel, so keeping track of all the enhancements adds another layer of bookkeeping to a class that is already somewhat complex.perhaps weapon ward abilities only apply to the original ward?

The first option seems the simplest and keeps well with the supporting theme. The second option looks really cool though, and cries out to my home brewer blood!

Any suggestions to what you would prefer/think would work better or maybe other options im not considering?

Also I will definitely be making a separate thingy for information on a wards physical structure. It will especially be needed if I use your suggestion for various materiels.


You should probably respond to people using the same account as the one you made the original post with.

BokaliMali wrote:

Kami are in bestiary 3. Reflavoring for more genericness would probably be easy, but I like kami.

I dont know how the first paragraph can be made any more clear. "When the ward is in the wardkeeper's possession it weighs this much. If it is in anyone else's possession it instead weighs this much." Putting it in a sidebar is a good idea. I wanted to make a table but can't on the forum.

A simple reference to Bestiary 3 would have sufficed.

It is clear to you because you wrote it. I am letting you know that as a reader I find it unclear. You change terminology mid-paragraph, and for some reason use diminutive as the example. Diminutive is three size categories smaller than medium.

A wardkeeper begins play with a shikigami’s ward that he must protect. The ward is a decorative object made of wood or stone that is typically two size categories smaller than the wardkeeper (although he can choose one that is larger). A tiny wooden ward weighs between 1 and 2 lb. while a tiny stone ward weighs between 4 and 8 lb. Half or double this number for every size category smaller or larger it is. The weight doubles when the ward is in the possession of someone other than the wardkeeper. Wooden wards have a hardness of 5, while stone wards have a hardness of 10. A ward has Hit Points equal to twice it's weight +2 Hit Point per level of it's wardeeper. When a ward is in the possession of someone other than the wardkeeper, it's Hit Points do not change.


I use diminutive as the example because gnomish wardkeepers are a posibility.

Thank you for the suggestions. I am working on a side bar and tables to make the size/weight issue perfectly clear.


To the OP - you should definitely check out the Onmyoji Base Class - has plenty of Petitions and Talismans and a shikigamii almost from the outset - either 1st or 2nd level, I can't remember which...


I am a big fan of the onmyoji (I like kami. Did I mention?) though their shikigami is something very different from the advanced familiar candidate found in bestiary 3 that the wardkeeper gains.

Discussing weapon ward alternatives: I like the idea of a sort of combination of the two options I mentioned earlier. The ward will grant enhancements to any weapon weilded by whoever has the ward but the specific enhancement is decided by the materiel the ward is made from. This keeps to the support theme and adds a little more customizatin to the wards that i think will be fun. More materials may further complicate the issue of explaining the ward's physical aspects but using the table I've devised and some of Ciaran's suggestions for simplified wording it should work out.

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