| SmiloDan RPG Superstar 2012 Top 32 |
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WARDEN
Alignment: Any neutral
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.
Skill Ranks per Level: 6 + Intelligence modifier.
Wardens are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, shortbow, sickle, shortspear, sling, and spear. Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Wardens are proficient with shields (except tower shields) but must use only wooden ones. A warden who wears prohibited armor or uses a prohibited shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
LEVEL ABILITY
1. Natural Bond, Orisons, Ward 1/day, Warden’s Insight
2. Great Ally +1, Life Vision, Uncommon Sense
3. Solo Tactics, Teamwork Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Great Ally +2, Teamwork Feat
7. Ward 3/day
8. Second Ward
9. Teamwork Feat, Woodwalker
10. Great Ally +3, Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Teamwork Feat
13. Ward 5/day
14. Great Ally +4
15. Teamwork Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Great Ally +5, Teamwork Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane
Spells: A warden casts divine spells drawn from the warden spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden’s spell is 10 + the spell level + the warden’s Wisdom modifier.
A warden can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Inquisitor. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A warden’s selection of spells is extremely limited. A warden begins play knowing four 0-level spells and two 1st-level spells of the warden’s choice. At each new warden level, he gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells a warden knows is not affected by his Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third warden level thereafter (8th, 11th, and so on), a warden can choose to learn a new spell in place of one he already knows. In effect, the warden “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warden spell he can cast. The warden may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Bonus Languages
A warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A warden also knows Druidic, a secret language known only to druids and wardens, which he learns upon becoming a 1st-level warden. Druidic is a free language for a warden; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to nondruids or nonwardens.
Druidic has its own alphabet
Natural Bond (Su): At 1st level, a warden forms a bond with the natural world. This bond can take one of two forms: the warden may select a domain or choose to have a familiar.
Domain (Su): Like a druid, a warden’s dedication to nature influences his alignment, what magic he can perform, and his values. Although not as tied to the tenets of nature as a druid, a warden must still hold such guidelines in high regard, despite that fact he can go against them if it serves the greater good of the faith. A warden can select one domain that matches his personal inclination and abilities. He can select an alignment domain only if his alignment matches that domain. Each domain grants a number of domain powers, depending on the level of the warden. A warden does not gain the bonus spells listed for each domain, nor does he gain bonus spell slots. The warden uses his level as his effective cleric level when determining the power and effect of his domain powers. If the warden has cleric levels, one of his two domain selections must be the same domain selected as a warden. Levels of cleric and warden stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Familiar (Su): At 1st level, a warden gains a familiar, as a wizard equal to his warden level. Warden levels stack with any wizard levels he possesses when determining the powers of his familiar. This ability does not allow him to have both a familiar (see FAQ/Errata) and a bonded item.
Orisons (Sp): Wardens learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Ward (Su): Starting at 1st level, a warden can create a ward on himself as a swift action. Starting when the ward is made, the warden receives a bonus or special ability based on the type of ward made.
At 1st level, a warden can use this ability once per day. At 4th level and every three levels thereafter, the warden can use this ability one additional time per day. Once activated, this ability lasts for 24 hours or until the warden activates a new ward, at which point all of the bonuses from the initial ward immediately end.
When the warden uses this ability, he must select one type of ward to make. If the warden is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral wardens must select profane or sacred bonuses. Once made, this choice cannot be changed.
Awareness: The warden gains a +2 bonus on initiative rolls and Perception skill checks. This bonus increases by +2 at 5th level and every 5 levels thereafter. At 10th level, the warden can roll initiative twice, and select either of the results.
Durability: The warden gains DR 1/magic. At 5th level, and every 5 levels thereafter, this damage reduction increases by 1. At 10th level, this damage reduction improves to DR/-.
Endurance: The warden gains a +2 on checks to avoid non-lethal damage, to hold his breath, and on checks made to become stable. The warden is immune to fatigue, and whenever the warden would become exhausted, he instead becomes fatigued. At 10th level, the warden gains immunity to the exhausted condition.
Energy Resistance: The warden selects one of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy type. At 5th level, and every 5 levels thereafter, this resistance increases by 5. At 10th level, the warden may select 2 energy types to gain resistance against.
Fast Healing: The warden gains fast healing 1 whenever his hit point total falls below half his normal maximum. The rate of his fast healing increases by 1 at 5th level and every 5 levels thereafter. At 10th level, the warden’s fast healing begins when he is below 75% his normal hit point maximum.
Protection: The warden gains a +1 bonus to AC. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, this bonus is doubled against attack rolls made to confirm a critical hit against the warden.
Purity: The warden gains a +1 bonus on all saving throws. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, whenever the warden succeeds on a saving throw against an effect that has a partial effect on a successful save, the warden instead suffers no negative effect.
Retribution: The warden causes 1d6 points of divine energy damage (against which there is no resistance or immunity) to any creature that hits him with a natural weapon, unarmed strike, or non-reach weapon. At 5th level, and every 5 levels thereafter, this damage increases by 1d6. At 10th level, this damage even affects opponents attacking with reach weapons.
Sanctuary: Any opponent attempting to directly attack the warden, even with a targeted spell, must attempt a Will save with a DC of 10 + ½ the warden‘s level + the warden‘s Wisdom modifier. If the save succeeds, the opponent can attack normally and is unaffected by the sanctuary ward for 1 hour. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warden for a number of rounds equal to the warden’s Wisdom modifier (minimum 1 round). Those not attempting to attack the warden remain unaffected. This ward does not prevent the warden from being attacked or affected by area of effect spells. The warden cannot attack without breaking the ward for 1 minute but may use non-attack spells or otherwise act. At 10th level, the warden can choose to become invisible when using this ward; he becomes visible after attacking and must wait at least one minute before becoming invisible again as a swift action.
Spell Resistance: The warden gains spell resistance 6 + his level. At 10th level, this improves to 12 + his level.
Steady: The warden gains a +2 bonus to his Combat Maneuver Defense. This bonus increases by +2 at 5th level and every 5 levels thereafter.
Warden’s Insight (Ex): The warden learns how to use his insight to enhance his natural talents. He selects one of the following abilities; once the selection has been made, it can never be changed.
Beast Lore: The warden adds his Wisdom modifier to Knowledge checks made to identify creatures and their abilities.
Clever Fingers: The warden adds his Wisdom modifier to Disable Device and Sleight of Hand skill checks.
Commanding Presence: The warden adds his Wisdom modifier to Diplomacy and Intimidate skill checks.
False Face: The warden adds his Wisdom modifier to Bluff and Disguise skill checks.
Fluid Dynamo: The warden adds his Wisdom modifier to Fly and Swim skill checks.
Hidden Escapades: The warden adds his Wisdom modifier to Escape Artist and Stealth skill checks.
Horse Sense: The warden adds his Wisdom modifier to Handle Animal and Ride still checks.
Parkour Tracer: The warden adds his Wisdom modifier to Acrobatics and Climb skill checks.
Great Ally (Ex): Beginning at 2nd level, when using or benefiting from the Aid Another action, or flanking an opponent, the warden provides or gains a +3 bonus. At 6th level, and every 4 levels thereafter, this bonus increases by +1.
Life Vision (Sp): At will, a warden can use deathwatch combined with a detect poison effect.
Uncommon Sense (Su): When the warden prepares his spells, he selects one of the following skills: Heal, Perception, Sense Motive, or Survival. The warden adds half his class level to skill checks made with the selected skill, and gains one of the following benefits, based on the selected skill.
Heal: Creatures that the warden provides long term care to gain double the normal benefits. When he treats deadly wounds, he heals 1 extra point of damage for each point he exceeds the Heal skill DC by.
Perception: The warden gains Trapfinding.
Sense Motive: The warden may make a Sense Motive skill check and use the result as his initiative check.
Survival: The warden can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Solo Tactics (Ex): At 3rd level, all of the warden’s allies are treated as if they possessed the same teamwork feats as the warden for the purpose of determining whether the warden receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the warden to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The warden must meet the prerequisites of the selected bonus feat.
As a standard action, the warden can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the warden loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A warden can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier.
Share Ward (Su): At 4th level, the warden can touch an ally and grant his ally the benefit of one of his wards for 24 hours. This uses up 1 daily use of the warden’s ward ability.
Bane: At 5th level, a warden can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the warden wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the warden before the duration expires. This ability lasts for a number of rounds per day equal to the warden’s level. These rounds do not need to be consecutive.
Speak with Plants (Sp): At 5th level, a warden can speak with plants, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Ward: At 8th level, whenever a warden uses his ward ability, he selects two different wards, instead of one. This only consumes one use of his ward ability.
Woodwalker (Sp): At 9th level, a warden can tree stride, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive.
Improved Bane (Su): At 11th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Improved Woodwalker (Sp): At 11th level, a warden’s woodwalker ability improves. He can spend 2 of his daily rounds of woodwalker and use transport via plants as per the spell.
Communal Ward (Su): At 12th level, the warden can share the benefits of one his wards with any number of allies within 60 feet of him. The 24 hour duration of the ward is divided evenly between the allies. This uses up one daily use of the warden’s ward.
Third Ward: At 16th level, whenever a warden uses his ward ability, he selects three different wards, instead of just two. This only consumes one use of his ward ability.
Greater Bane (Su): At 17th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 6d6.
Mass Ward (Su): At 20th level, when the warden uses his ward ability, he can choose to affect all allies within 60 feet, in addition to himself. These allies benefit from all three wards. This only consumes one use of his ward ability.
Ultimate Bane (Su): At 20th, whenever a warden scores a critical hit against an opponent while using his bane ability, the extra damage from his bane ability is maximized. In addition, the opponent must succeed on a successful Fortitude save with a DC of 10 + ½ the warden’s level + the warden’s Wisdom modifier or die.
Warden Spells
0: acid splash, bleed, brand, create water, daze, detect magic, detect poison, disrupt undead, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, sift, spark, stabilize, virtue
1: alarm, aspect of the hawk, bowstaff, bristle, burning disarm, burst bonds, calm animals, charm animals, charm person, cause fear, command, comprehend languages, cure light wounds, detect aberration, detect animals or plants, detect chaos/evil/good/law, detect secret doors, detect snares and pits, detect undead, disguise self, divine favor, doom, endure elements, entangle, expeditious excavation, expeditious retreat, faerie fire, featherfall, featherstep, goodberry, hide from animals, hide from undead, hold portal, hypnotism, identify, inflict light wounds, keen senses, longstrider, mage armor, magic aura, magic fang, magic stone, magic weapon, memory lapse, negate aroma, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, sanctuary, shield, shield of faith, shillelagh, sleep, speak with animals, stonefist, tireless pursuit, touch of the sea, true strike, vanish, ventriloquism, wrath.
2: accelerate poison, align fang, align weapon, alter self, animal aspect, animal messenger, animal trance, arcane lock, aspect of the bear, augury, bear’s endurance, barkskin, bloodhound, blur, burning gaze, calm emotions, campfire wall, castigate, cat’s grace, confess, consecrate, corruption resistance, cure moderate wounds, darkvision, daze monster, delay poison, desecrate, detect thoughts, eagle eye, elemental speech, enthrall, false life, feast of ashes, find traps, fire trap, flame blade, flames of the faithful, flaming sphere, fog cloud, follow aura, gentle repose, ghost bane dirge, hideous laughter, hold animal, hold person, honeyed tongue, invisibility, knock, locate object, lockjaw, magic mouth, make whole, mirror image, misdirection, natural rhythm, obscure object, owl’s wisdom, perceive clues, phantom trap, protection from arrows, remove paralysis, resist energy, lesser restoration, sacred bond, see invisibility, shield other, silence, spiritual weapon, tongues, touch of idiocy, tree shape, undetectable alignment, warp wood, whispering wind, wood shape, zone of truth.
3: greater animal aspect, aqueous orb, arcane sight, banish seeming, blood biography, call lightning, cast out, clairaudience/clairvoyance, cloak of winds, contagion, continual flame, coordinated effort, cure serious wounds, daylight, deep slumber, dimensional anchor, diminish plants, dispel magic, displacement, dominate animal, mass feather step, fester, glyph of warding, halt undead, hidden speech, hold person, hunter’s eye, hydraulic torrent, inflict serious wound, invisibility purge, invisibility sphere, keen edge, locate object, magic circle against chaos/evil/good/law, magic vestment, greater magic fang, greater magic weapon, meld into stone, nondetection, obscure object, plant growth, poison, protection from energy, quench, rage, remove curse, remove disease, retribution, seek thoughts, searing light, seek thoughts, shifting sands, sleet storm, snare, speak with dead, speak with plants, spike growth, stone shape, suggestion, tiny hut, tongues, ward of the faithful, water breathing, wind wall.
4: air walk, antiplant shell, arcane eye, aspect of the stag, ball lightning, bestow curse, blessing of the salamander, blight, bloody claws, call lightning storm, charm monster, command plants, confusion, control water, crushing despair, cure critical wounds, death ward, denounce, detect scrying, discern lies, dismissal, divination, divine power, fear, fire shield, flame strike, freedom of movement, lesser geas, geyser, hold monster, ice storm, inflict critical wounds, insect plague, greater invisibility, life bubble, locate creature, moonstruck, neutralize poison, rainbow pattern, rebuke, repel vermin, resilient sphere, restoration, river of wind, rusting grasp, scrying, secure shelter, sending, share senses, shared wrath, sleepwalk, snake staff, spell immunity, spike stones, stoneskin, strong jaw, thorn body, threefold aspect, tireless pursuers, transmute mud to rock, transmute rock to mud, tree stride, true form, wall of fire, wall of ice, wall of thorns
5: age resistance, antilife shell, aspect of the wolf, atonement, awaken, baleful polymorph, banishment, mass bear’s endurance, break enchantment, mass castigate, mass cat’s grace, greater command, commune, commune with nature, control winds, mass cure light wounds, dispel chaos/evil/good/law, greater dispel magic, disrupting weapon, find the path, fire snake, fire seeds, geas/quest, mass ghostbane dirge, hallow, mass inflict light wounds, ironwood, live oak, mage’s faithful hound, mage’s private sanctum, mark of justice, move earth, mass owl’s wisdom, repel wood, resounding blow, righteous might, sending, sirocco, spell resistance, stone tell, sunbeam, swarm skin, telepathic bond, transport via plants, true seeing, unhallow, unwilling shield, wall of stone.
6: analyze dweomer, animal shapes, animate plants, antimagic field, blade barrier, change staff, circle of death, cleanse, cloak of dreams, control plants, control weather, creeping doom, eyebite, getaway, globe of invulnerability, guards and wards, mass cure moderate wounds, greater dispel magic, earthquake, euphoric tranquility, mass fester, find the path, firestorm, forbiddance, greater glyph of warding, harm, heal, heroes’ feast, mass inflict moderate wounds, legend lore, mindblank, mislead, rampart, repel metal or stone, repulsion, reverse gravity, greater scrying, seamantle, spell staff, stormbolts, mass suggestion, sunburst, transmute metal to wood, undeath to death, whirlwind, wind walk, word of recall.
I designed this class to be the druid version of the inquisitor. The main role I see this class filling is as the advisor to a leader, be it a king, mayor, or warlord. Their primary allegiance would be to (demi)humanity, seeking to protect human life and encourage human expansion, but in a sustainable way. They would advise the holder of a title, so if political intruige would change or remove a leader, he would switch loyalties to the new leader.
For the spell list, I used the inquisitor as a baseline. I wanted to emphasize defensive spells, nature spells, and spells that would help a royal advisor, such as divinations and enchantments.
| Drejk |
Yay! Another SmiloDan's class! Dotted for future reading.
Also, I understand that it is supposed to use Inquisitor spell progression and cast divine spells spontaneously but either I can't find it or there is no "Spellcasting" line
describing casting process as per regular class feature description.
I know I will have further comment about familiar (or rather that there should be alternate option for it as I don't exactly see it as vital for the class).
| SmiloDan RPG Superstar 2012 Top 32 |
Yay! Another SmiloDan's class! Dotted for future reading.
Also, I understand that it is supposed to use Inquisitor spell progression and cast divine spells spontaneously but either I can't find it or there is no "Spellcasting" line
describing casting process as per regular class feature description.I know I will have further comment about familiar (or rather that there should be alternate option for it as I don't exactly see it as vital for the class).
Spellcasting is under the Spells Spoiler.
The Warden has the option of a domain or a familiar, not both.
| Obsidian |
After having read the entirety of the build I would greatly like to play one but it feels a little overpowered to say the least. I think that the wards last too long (personally I like it but I think that if i made this in my group other players would cry foul). I love the idea of Uncommon Sense especially the Healing one but it could trivialize any build that focused on healing or like the barbarian/fatigue immunity that i referenced I could see warden be a 2 lvl dip solely to be able to buff the hell out of heal and be able to stitch one's self right up (not actually a bad thing, healing is bleh). Communal ward seems really powerful in small groups or but incredibly powerful with a small army. 23040 allies could be buffed for 1 round with communal ward or a measly 1440 allies could be buffed for one minute. Every general for every army would need to be a warden because to give them all sanctuary and/or retribution on a battle-line charge would be truely devastating. I would max communal ward out with class level or less.
| Obsidian |
mass ward is even more terrifying. i know 60ft but 60ft cubed is 216000ft decided by 5ft squares still leaves 43200 spaces for allies to stand in and be effected. and they would receive all 3 buffs. fasthealing/ret/sanc on a 43200 person army is very very very scary.
looks like Warden is the new king the of Leadership feat.
| SmiloDan RPG Superstar 2012 Top 32 |
Ooh! Good points. I'll have to tweak it a bit.
EDIT:
Make the following changes:
Under the Endurance Ward:
Endurance: The warden gains a +2 on checks to avoid non-lethal damage, to hold his breath, and on checks made to become stable. The At 10th level, the warden is immune to fatigue, and whenever the warden would become exhausted, he instead becomes fatigued.
Communal Ward:
Communal Ward (Su): At 12th level, the warden can share the benefits of one his wards with any number of allies equal to his Wisdom modifier within 60 feet of him. The 24 hour duration of the ward is divided evenly between the allies. This uses up one daily use of the warden’s ward.
Mass Ward:
Mass Ward (Su): At 20th level, when the warden uses his ward ability, he can choose to affect a number of allies equal to his class level within 60 feet, in addition to himself. These allies benefit from all three wards. This only consumes one use of his ward ability.
| Obsidian |
Ooh! Good points. I'll have to tweak it a bit.
awesome! i love where the class is going, i love shillelagh druids but its so hard to not just give into wildshape, this build would make a shillelagh character deadly. you could even provide an ability that allows shillelagh to function with magical wooden weapons. :-) that would make me superduper happy. Ill check back on this thread later to see any changes.
| SmiloDan RPG Superstar 2012 Top 32 |
After having read the entirety of the build I would greatly like to play one but it feels a little overpowered to say the least. I think that the wards last too long (personally I like it but I think that if i made this in my group other players would cry foul). I love the idea of Uncommon Sense especially the Healing one but it could trivialize any build that focused on healing or like the barbarian/fatigue immunity that i referenced I could see warden be a 2 lvl dip solely to be able to buff the hell out of heal and be able to stitch one's self right up (not actually a bad thing, healing is bleh). Communal ward seems really powerful in small groups or but incredibly powerful with a small army. 23040 allies could be buffed for 1 round with communal ward or a measly 1440 allies could be buffed for one minute. Every general for every army would need to be a warden because to give them all sanctuary and/or retribution on a battle-line charge would be truely devastating. I would max communal ward out with class level or less.
Concerning your concerns about the Heal skill, the main benefits apply only to Long-Term Care, which takes 8 hours, or Treat Deadly Injury, which takes 1 hour and can only be done once per day to any single creature. So it can't be used a lot on a day with lots of other encounters. That should be a balancing factor, shouldn't it? Neither can be used in middle of combat.
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Ooh! Good points. I'll have to tweak it a bit.awesome! i love where the class is going, i love shillelagh druids but its so hard to not just give into wildshape, this build would make a shillelagh character deadly. you could even provide an ability that allows shillelagh to function with magical wooden weapons. :-) that would make me superduper happy. Ill check back on this thread later to see any changes.
I've actually made some pilgrim archetypes for the monk, paladin, ranger, and wizard that are based around the shillelagh spell in one way or another.
| Purple Shade |
Neutral wardens must select profane or sacred bonuses.
How does this bonus work? I can't see any information for it in your post (is it something to do with the way the inquisitor works?)
Given my strong dislike of strict alignments, I kind of wonder if there might be a truly neutral version. Hm.
| SmiloDan RPG Superstar 2012 Top 32 |
Sound interesting, but I would like to hear your rationale for the "familiar" as opposed to animal companion. As written here, I take it to mean that any familiar a wizard can have the warden can have, and not all cases would fit the class theme. Just curious.
The warden is an advisor, ambassador, and investigator, so I selected the familiar option over the animal companion because the familiar can act as a spy or scout more easily than an animal companion, and is also smart enough to gather information for the warden.
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Neutral wardens must select profane or sacred bonuses.How does this bonus work? I can't see any information for it in your post (is it something to do with the way the inquisitor works?)
Given my strong dislike of strict alignments, I kind of wonder if there might be a truly neutral version. Hm.
Profane and Sacred apply to the types of bonuses the various wards provide the ward and, eventually, his allies.
Unfortunately, I don't know of a "neutral" type of bonus. I could just make it an unnamed bonus....