New Base Class: The Warden v1.0


Homebrew and House Rules


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Concept: The Arcane Tank. It's a full-BAB 4-level spontaneous caster. It possesses a range of abilities that allow it to be both defensive and offensive.

My goal in designing it was to make a class that people hadn't really seen before. It's not just an "Arcane Paladin" or "Arcane Ranger". It's not a duskblade ripoff (though it does utilize the Quick Cast ability) or a full-BAB magus. Nor is it just a clone of the hexblade or Tejon's Iron Mage. It can both be utilized as a tank and an up-front warrior.

It is in its first version, and still has to be playtested, so I don't expect everything to go smoothly. Hopefully, though, you will all find it interesting enough to give it a go.

It's in a google doc, but is set to share with anyone, so it should work just fine.

Link: THE WARDEN

...Catch Phrase,

-Chris


Looks awesome. Well done.

The Exchange

I agree. Very good job.


Awesome.


Having people tell you that your work is great is...well...great.

But in my experience as a designer, it's far more useful to be told why the thing you made sucks. I do like it (quite a bit!), but let's just assume it sucks.

Guarded Caster is too good, and it completely trivializes casting in melee. Give them a +4 bonus vs that one opponent.

Magical Focus is stepping on toes too much. Especially since they're spontaneous casters. Drop it.

The current wording of Martial Focus means that once you take the Warding, your Warden level is treated as your Fighter level for the rest of your days. I believe the intent is for that one feat.

Runic Articulation is too good. There needs to be some reason to play a fighter. A better implementation would be to activate that as a swift action. So by spending a swift action, the rune glows (as a torch?), and they can move in full speed. Make them choose between Arcane Strike and that, I guess.

Spellbreaker needs to be level 12 prereq, and require the Disruptive feat. That's one of the key things about fighters, so the warden probably shouldn't get it before they do.

Guardian's Aura is OMGWTF. Please change.


Good Feedback Cheapy


Cheapy wrote:

Having people tell you that your work is great is...well...great.

But in my experience as a designer, it's far more useful to be told why the thing you made sucks. I do like it (quite a bit!), but let's just assume it sucks.

Thanks. It is nice to hear praise, but it isn't helpful when you're attempting to fix problems. I'll go through your critiques one at a time.

Quote:
Guarded Caster is too good, and it completely trivializes casting in melee. Give them a +4 bonus vs that one opponent.

I actually disagree here. I essentially ripped this ability straight from Tejon's Iron Mage (which deserves a look), where it was called something else. In addition, the +4 bit is definitely an idea, but then the ability essentially just becomes a single-target Combat Casting, in which case I might as well just give them combat casting...

Which is an idea. What if I gave them combat casting at 2nd level, and then the standard guarded caster (1 target) at 10th level?

Quote:
Magical Focus is stepping on toes too much. Especially since they're spontaneous casters. Drop it.

I somewhat agree here. Its addition was mostly just there to balance martial focus with something magical. I might remove it and replace it with something akin to Spellstrike (as it does get quite a few touch spells).

Quote:
The current wording of Martial Focus means that once you take the Warding, your Warden level is treated as your Fighter level for the rest of your days. I believe the intent is for that one feat.

That was, indeed, the intent. I didn't notice the wording, and will make sure to change it appropriately.

Quote:
Runic Articulation is too good. There needs to be some reason to play a fighter. A better implementation would be to activate that as a swift action. So by spending a swift action, the rune glows (as a torch?), and they can move in full speed. Make them choose between Arcane Strike and that, I guess.

It's an idea. I thought the charisma modifier thing might have been a bit too much when I threw that ability together, but then that's what playtesting (and second opinions) is for.

Quote:
Spellbreaker needs to be level 12 prereq, and require the Disruptive feat. That's one of the key things about fighters, so the warden probably shouldn't get it before they do.

I based these off the magus arcanas of the same names. I can see increasing the level requirements and throwing on a feat prerequisite.

Quote:
Guardian's Aura is OMGWTF. Please change.

Originally, it was just going to be based on movement within the threatened area (similar to an ability that the 3.5 knight got), but I decided to go for broke with this one. Admittedly, it probably went too far.

Thanks for the feedback. It's always nice to hear both praise and constructive criticism. I'll make the noted changes and post the next version of the class on this thread.

...Catch Phrase,

-Chris


I do like the idea of giving combat casting at level 2, and then the standard guarded casting at later levels.

Huh, I never noticed that Spellbreaker was given at level 9. I guess that isn't a huge problem then...

What "paths" are you foreseeing being open to this guy?


How do you define "paths"?

If you mean "styles of play", then I see it primarily played as a guardian, keeping the attention of enemies and protecting the weaker party members. However, I can easily see this thing turning into a semi-magical wrecking ball, charging into the fore-front of combat and destroying anything in its path. The high HD and the ability to wear heavier armors makes it much more paladin-like, allowing it to tank.

At the same time, I built it to be a bit of a battlefield controller. Things like Guardian's Aura, Quick cast, and some of its spells (hold person, fog cloud, wall spells, etc) allow it to manipulate the battlefield and funnel enemies where it wants them (likely right into its range).

The only support I don't really have for it (that I would like to include) is ranged, other than its ability to add attack bonus and damage with its arcane boon.

...Catch Phrase,

-Chris


For a ranged one, make an archetype. It loses heavy armor, Guarded Casting, and Guardian's Aura. In exchange, perhaps steal an ability or two from the Arcane Archer. Perhaps, sticking with the controller ideas, any opponent struck by a ranged attack by the Warden is considered flanked by all of the Warden's allies, or perhaps they can gain an ability where if they're using a ranged attack with acid/cold/electricity/fire/sonic damage, there's an additional effect based on the energy type.
Acid: Lingering damage, penalties to Con or Cha, or damage to armor or weapons
Cold: Entanglement, penalties to Dex, or Staggering
Electricity: Paralysis, Staggering, or penalties to Int or Wis (brain scrambling)
Fire: Lingering damage, penalties to Str or Cha due to burns
Sonic: Bull rushing, deafening

Granted, this would rely on either them using a magic weapon with certain enhancements, or the ability to channel direct damage spells through their magic weapon, and may not be a route you want to go, but it's a thought.


Well not to be a downer but there already is an archtype that has that name already Ranger archtype Warden thought id mention it


So with arcane strike, the force warding, and the main ability they'll be doing how much damage?

What about a polearm specialist?

Sword and board?

Tower shield user?

What about active defense, such as Spell Shield from magi.

Right now, I see this as heavily pushing for polearm by the way. Lots of extra damage, range, tripping, etc.


Raventhorn wrote:
Well not to be a downer but there already is an archtype that has that name already Ranger archtype Warden thought id mention it

I have no problem with sharing names, so long as they represent different concepts.

For example, the Fighter has a Dragoon archetype.

My Gunslinger also has a dragoon archetype.

They represent completely different things, and just happen to share the same name. In the same way, the warden ranger and my warden share a name, but are completely different.

...Catch Phrase,

-Chris


Cheapy wrote:

So with arcane strike, the force warding, and the main ability they'll be doing how much damage?

...

Right now, I see this as heavily pushing for polearm by the way. Lots of extra damage, range, tripping, etc.

With Arcane strike, Force Edge, and Arcane boon...what level? At minimum level (3), you'd be dealing...

With a longsword, 5.94 average damage every other round, when Arcane Strike is active. Less when it's not active.

With a greatsword, 8.36 average damage every other round.

With a Glaive, 7.4525 every other round.

With a Ranseur or Guisarme, 7.15 every other round.

These are using the DPR Olympics rules, modified for level 3; assuming elite array, 17 strength, and the arcane strike feat.

I also see a lot of polearms. Is that a bad thing? Not necessarily. I'm going through the class right now, making minor adjustments, along with the ones noted above.

These include things like making the arcane boon bonus an enhancement bonus as well as making sure to note that Force Edge doesn't multiply on a crit.

If you all come up with any incentive for other playstyles, I'd love to hear it.

...Catch Phrase,

-Chris

...Catch Phrase


All right, I modified the class appropriately. I still haven't playtested it, unfortunately, but plan to this weekend.

THE WARDEN v1.1

...Catch Phrase,

-Chris

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