Introducing: The Warden!


Homebrew and House Rules

Scarab Sages

So, here's the basic premise:

I love the arcane warrior type of character. Magus, Eldritch Knight, and Dragon Disciple are all some of my favorite character concepts. However, most ideas regarding these types of characters focus far more on the magic side, or focus on being lightly armored. The idea of the plate wearing magical warrior is not well-represented in Paizo, and so I introduce you to the Warden!

Class Introduction:

Warden
Wardens are an elite group of magical warriors that can be found in the front lines of any conflict. While possessing considerable combat prowess, wardens are most well known for their use of arcane magic, especially so for their ability to create wards, special magical areas that empower those within them. Wardens are, first and foremost, excellent warriors, using magic as merely one aspect of their deadly arsenal. Wardens, much like paladins, are a rarity in most cultures, but this has more to do with the rigorous (and occasionally fatal) training that most wardens must undergo before mastering their abilities. Elves and Dwarves have the most prevalent warden traditions, with each culture possessing its own stigmas and variations. Halflings also have a strong assocation with wardens, and many of the more well known wardens are Halflings. Gnomes, humans, and half-orcs rarely become wardens. Due to the rigid training required to become a warden, most wardens are lawful. Wardens generally get along with Fighters, Paladins, Monks, Magi, and Wizards, all of whom share a dedication matched by the warden. They tend not to see eye to eye with Barbarians, who seem to be loose cannons. Most wardens view Sorcerers and Witches with a mixture of awe and disdain, and usually find these persons untrustworthy at best.
Role: Wardens excel at defending themselves and others from enemy attack, either by shielding themselves or their allies, or by preventing enemies from reaching allies altogether. Wardens are also quite capable of standing toe-to-toe with dangerous foes, blasting them with magical energy in melee while also wielding magically augmented weapons.
Alignment: Any non-chaotic.
Hit Die: d10
Base Attack Bonus: Fighter
Saving Throws: Fortitude (Good), Reflex (Poor), Will (Good)
Spell Progression: Paladin

Class Skills
The warden’s class skills are Bluff, Craft, Intimidate, Knowledge (Arcana), Knowledge (Planes), Profession, Spellcraft, and Use Magic Device.
Skill Ranks per Level: 2 + Int. modifier.

Class Features:

Class Features
All of the following are class features of the warden.
Weapon and Armor Proficiency: Wardens are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light) and with shields (except tower shields). A warden can cast warden spells while wearing any type of armor and using a shield without incurring the normal arcane spell failure chance. A multi-class warden still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Discipline: At 1st level, a warden must devote himself to a specific tradition. The tradition grants the warden a number of bonuses, special abilities, and spells. Once chosen, a warden cannot change his discipline.
Ward (Su): Once per day, a warden can create an area of protection for himself and his allies. As a standard action, the warden creates a burst of magical energy with a 30’ radius centered on the warden. Allies within the area gain a +1 deflection bonus to armor class and to saving throws. These bonuses increases by +1 at 5th level, and every 4 levels thereafter, to a maximum of +5 at 17th level.
In addition, while a warden is within a warded area, he adds either the ward bonus to armor class and saving throws or his Intelligence modifier, whichever is higher.
A ward lasts for 1 minute per level of the warden. At 4th level, and every 3 levels thereafter, a warden may create a ward one additional time per day, to a maximum of 7 times per day at 20th level.
Stalwart (Ex): At 2nd level, a warden learns to shrug off the effects of various mental and physical assaults. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless warden does not gain this benefit.
Hidden Knowledge: A warden’s knowledge of hidden arcane techniques helps him identify unusual magical effects and creatures. Beginning at 2nd level, a warden adds ½ his warden level to all Knowledge (Arcana) and Spellcraft skill checks.
Elemental Shield (Sp): At 3rd level, a warden gains the ability to create a shield of pure elemental energy. Each day, he can use this ability a number of times equal to 1/3 his warden level plus his Intelligence modifier. When a warden uses this ability, a single creature touched gains a +2 shield bonus to AC. This bonus increases by +1 at 7th level and every 4 levels thereafter, to a maximum of +6 at 19th level.
In addition to the shield bonus, the elemental shield damages enemies that attack the shielded ally. Once per round, when the shielded ally is targeted by a melee attack, the attacker takes 1d6 fire, cold, lightning, or acid damage, chosen when the shield is created. This damage increases to 2d6 at 11th level, and 3d6 at 19th level.
Using this ability is a standard action, unless the warden targets himself, in which case it is a swift action. The elemental shield lasts for 1 minute, or until the warden falls unconscious.
Spells: Beginning at 4th level, a warden gains the ability to cast a small number of arcane spells which are drawn from the warden spell list. A warden must choose his spells in advance.
To prepare or cast a spell, a warden must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden spell is 10 + the spell level + the warden’s Intelligence modifier.
Like other spell casters, a warden can only cast a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. When a warden has 0 spells available for preparation, he may only prepare spells granted by his Intelligence modifier for that spell level.
A warden must spend 1 hour each day channeling arcane energy to regain his daily allotment of spells. A warden may prepare and cast any spell on the warden spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his channeling.
Through 3rd level, a warden has no caster level. At 4th level and higher, a warden has a caster level equal to his warden level - 3.
Arcane Rune (Su): At 5th level, a warden learns how to empower any weapon he touches by inscribing an arcane rune upon it. An arcane rune provides a passive benefit to the wielder, but can also be expended to create a more potent effect. A warden can inscribe a rune on a weapon by spending one hour in deep meditation, or be enchanting it during the time in which he normally prepares his spells. A warden can only inscribe a single arcane rune at a time. A rune lasts until expended, or until a warden inscribes another rune.
At 5th level, a warden can inscribe an elemental rune on a weapon. The inscribed weapon deals and extra 1d6 points of fire, cold, lightning, or acid damage, chosen when the rune is inscribed. This damage stacks with any other elemental damage enchantments a weapon may have. The rune can be expended as a swift action to increase the extra damage dealt to 1d10 for 1 round.
At 8th level, a warden can inscribe a rune of protection on a weapon. The inscribed weapon grants the wielder a +1 dodge bonus to AC. This bonus increases to +2 at 14th level, and +3 at 20th level. The rune can be expended as an immediate interrupt to negate a single attack made against the wielder. The negated attack has no effect on the wielder.
At 13th level, a warden can inscribe a rune of absorption on a weapon. The inscribed weapon acts as a spell-storing weapon, and the warden can cast a spell into the weapon when the rune is inscribed as a free action. The rune can be expended as a swift action, allowing the wielder to cast any spell that had been stored in the weapon since the inscription.
At 18th level, a warden can inscribe a rune of healing on a weapon. The inscribed weapon grants the wielder DR 3/-. As a move action, the wielder can also draw from a pool of healing magic within the weapon. The inscribed weapon contains 1d8 hit points per warden level of the inscriber. This rune is not expended until the hit point pool is empty, or until the warden inscribes another rune.
Melee Arcanist: At 11th level, while wearing a shield or under the effects of the Elemental Shield ability, a warden does not provoke attacks of opportunity when casting spells while threatened. In addition, he adds his warden level plus his Intelligence modifier to the damage rolls of melee touch spells. This bonus damage only applies to spells that deal hit point damage.
Master Warder: At 20th level, the warden becomes a paragon of arcane defense. Any time an ally successfully saves against a spell while within your Ward, the spell is reflected back at the spell caster, as per the spell turning spell. This effect can only occur once per spell, but a successful save negates the effect against all allies within the Ward.
In addition, the warden adds his Intelligence modifier to saving throws against arcane spells, and whenever the warden successfully saves against an arcane spell, he regains an expended prepared spell of equal or lower level.

Disciplines:

Warden Disciplines
The following disciplines represent the most common chosen by wardens. Members of a single discipline are not necessarily part of an organization, though some disciplines are very closely associated with certain organizations.

The Iron Mountain
Wardens of the Iron Mountain discipline devote themselves to being utterly immovable. “Even a tidal wave breaks upon the mountain side,” is a popular saying among members of this discipline. While originally created by the dwarves, this discipline is now practiced in a variety of different cultures.
Spells: A warden of the Iron Mountain adds the following spells to his warden spell list: 1st (Expeditious Excavation); 2nd (Stone Call); 3rd (Shifting Sand); 4th (Stone Shape)
Ward: While within his ward, a warden of the Iron Mountain gains a +2 bonus to CMD against the Trip, Bull Rush, Overrun, Reposition, Drag, and Grapple combat maneuvers. This bonus increases by +1 for every 4 levels the warden possesses.
Discipline Abilities: A warden of the Iron Mountain gains the following abilities as he increases in level:
Stone Soul (Sp): At 2nd level, the warden can channel magical energy through the earth around him as a standard action. Until the beginning of his next turn, all terrain within 10’ of the warden is treated as difficult terrain. Once, before his next turn, the warden can make an trip attempt against any creature that moves through this difficult terrain as an immediate action. The warden’s combat maneuver bonus for this attempt is equal to his warden level plus his Intelligence modifier.
Iron Ward (Sp): At 8th level, the warden can alter the effect of his ward. While within the ward, allies gain DR/adamantine equal to the warden’s Intelligence modifier instead of the normal benefit. A warden can use this ability once per day. At 14th level, the warden can use this ability twice per day.
Unwavering Stance(Ex): At 15th level, once per day, the warden can spend a move action to become completely immovable. The warden gains a bonus to his CMD against the Trip, Bull Rush, Overrun, Reposition, Drag, and Grapple combat maneuvers equal to ½ his warden level plus his Intelligence modifier until he ends this ability as a move action. The warden also gains the benefit of the Stand Still feat, even if he does not meet the prerequisites, while in this stance.

The Dancing Blade
Originally founded by the elves, the discipline of the dancing blade emphasizes grace and poise, defeating enemies by avoiding them entirely, rather than by withstanding or deflecting their attacks. Students of the Dancing Blade typically wear light armor and eschew shields, opting for more graceful and elegant styles.
Spells: A warden of the Dancing Blade adds the following spells to his spell list: 1st (Feather Step); 2nd (Grace); 3rd (Feather Step, Mass); 4th (King‘s Castle)
Ward: While within his ward, a warden of the Dancing Blade gains the benefits of the Mobility feat, even if he does not meet the prerequisites. If the warden possesses this feat, he gains an additional +4 bonus to AC against attacks of opportunity while within his ward.
Discipline Abilities: A warden of the Dancing Blade gains the following abilities as he increases in level:
Dancer’s Duel (Ex): At 2nd level, the warden gains the ability to challenge a single enemy to a duel as a standard action. While the warden is threatening the enemy, he adds his Intelligence modifier to all attack and damage rolls against the target, and the target gains a +2 bonus to attack and damage rolls made against the warden. The warden can only use this ability once per combat.
Graceful Sidestep (Ex): At 8th level, the warden can anticipate the attacks of his enemies and nimbly avoid them. Once per round, when an enemy that the warden has challenged to a dancer’s duel makes a melee attack against the warden, he may make a 5‘ step as an immediate interrupt. If the warden moves out of the creature’s reach, the attack has no effect. On the turn following the use of this ability, the warden is staggered.
The Dancing Blade (Sp): At 15th level, the warden has mastered the ancient magic of the dancing blade. Once per day, as a move action, the warden can add the dancing property to a single weapon in the warden’s possession. The weapon applies the warden’s Intelligence modifier to its attack rolls in place of the usual ability modifier. The dancing property lasts for a number of rounds equal to the warden’s Intelligence modifier, at which point the weapon returns to the warden’s possession. At 19th level, the warden can use this ability twice per day.

The Crashing Tide
Sworn rival tradition to the Iron Mountain discipline, the Crashing Tide emphasizes overwhelming force and strength. “Even the mountain shrinks to a pebble under the wave‘s relentless onslaught,” is a popular saying amongst the members of this disipline. Legend has it that this discipline was forged by a warden caught in the Eye of Abednego, who saw the power of the waves and sought to emulate it.
Spells: A warden of the Crashing Tide adds the following spells to his spell list: 1st (Hydraulic Push); 2nd (Slipstream); 3rd (Hydraulic Torrent); 4th (Geyser)
Ward: While within his ward, the warden gains a +2 bonus to his CMB when making a drag, reposition, overrun, or bull rush combat maneuver. This bonus increases by +1 for every 4 levels the warden possesses.
Discipline Abilities: A warden of the Crashing Tide gains the following abilities as he increases in level:
Riptide (Ex): At 2nd level, the warden learns how to add extra injury to his combat maneuvers. Whenever the warden makes a successful combat maneuver check to drag, reposition, overrun, or bull rush, the target of the maneuver takes damage equal to the warden’s Strength modifier.
Wave Break (Ex): At 8th level, the warden learns how to channel his momentum into more powerful blows. The warden gains the vital strike feat, and can use this ability with attacks made at the end of a charge. At 14th level, the warden gains the improved vital strike feat, and at 20th level, the warden gains the greater vital strike feat.
Roaring Tsunami (Su): At 15th level, the warden can imbue his ward with the power of a tsunami. Once per day, when the warden creates a ward, he may make a combat maneuver check to bull rush each enemy within the area of the ward. A successful check bull rushes each target to the outer edge of the ward, and each affected creature is knocked prone.

The Ordered Chaos
No one quite knows where this discipline originated, but it has become one of the more popular disciplines practiced in arcane universities. The Ordered Chaos focuses on channeling the forces of the elemental chaos (fire, cold, lightning, and acid), attempting to control the very fabric of creation itself. Ironically, members of this order tend to be more unstable than members of other disciplines.
Spells: A warden of the Ordered Chaos adds the following spells to his spell list: 1st (Endure Elements); 2nd (Summon Monster II [Elementals Only]); 3rd (Summon Monster III [Elementals Only]); 4th (Summon Monster IV [Elementals Only])
Ward: While within his ward, the warden an additional 1d4 points of fire, cold, lightning, or acid damage, chosen when the ward is created. At 11th level, this damage increases to 2d4.
Discipline Abilities: A warden of the Ordered Chaos gains the following abilities as he increases in level:
Elemental Weapons (Sp): At 2nd level, the warden gains the ability to imbue the weapons of his allies with magical energy as a swift action. Weapons used by allies within 30’ of the warden deal an extra 1d6 points of fire, cold, lightning, or acid damage for 1 round. This damage stacks with any other elemental damage effects on the weapon. This ability can only be used once per combat.
Chaos Ward (Su): At 8th level, the warden can imbue his ward with elemental power. Once per day, when the warden creates a ward, he can cause the outer perimeter of the ward to deal fire, cold, lightning, or acid damage, as the wall of fire spell. The element chosen must be the same as that chosen by the warden’s ward special ability. At 14th level, the warden can use this ability twice per day.
Burst of Energy (Sp): At 15th level, the warden can create a blast of magical energy as a standard action. The warden can consume two uses of his elemental shield ability in order to deal 1d6 points of fire, cold, lightning, or acid damage per warden level to all creatures within 30’ of the warden. A successful Reflex save halves this damage (DC = 10 + ½ Warden Level + Intelligence Modifier).

The Shifting Form
The discipline of the Shifting Form was created by the fallen druid Ioseph Kale, who wished to regain his connection with nature and, through his efforts, discovered a wellspring of unimagined magical power. Members of this discipline tend to be quite reserved, though their bestial magic belies their demeanor.
Spells: A warden of the Shifting Form adds the following spells to his spell list: 1st (Magic Fang); 2nd (Animal Aspect); 3rd (Beast Shape I); 4th (Beast Shape II)
Ward: While within his ward, the warden is immune to polymorph effects. In addition, the warden ignores difficult terrain within the area of his ward.
Discipline Abilities: A warden of the Shifting Form gains the following abilities as he increases in level:
Bestial Nature (Su): At 2nd level, the warden gains the Aspect of the Beast feat as a bonus feat, even if he does not meet the prerequisites. In addition, as a standard action, the warden can unleash a mighty roar. Enemies within 10’ are shaken for a number of rounds equal to the warden’s Intelligence modifier. A successful Will save negates this effect (DC = 10 + ½ Warden Level + Intelligence modifier). The warden can use this ability once per combat.
Natural Ward (Sp): At 8th level, the warden can cause the ground within his ward to erupt with plant life once per day. Enemies within the ward treat the area as difficult terrain, and are flat-footed while in the area. Allies do not gain the normal benefits while within a natural ward. At 14th level, the warden can use this ability twice per day.
Nature’s Guardians (Sp): At 15th level, the warden gains the ability to transform his allies into powerful creatures. Once per day, as a standard action, the warden can cast Beast Shape II as a spell-like ability, but the ability affects all willing allies within 30’ of the warden. Each ally selects the type of animal into which they polymorph, and all allies affected by this ability gain the Natural Spell feat, even if they do not meet the prerequisites, for the duration of the effect. This ability lasts for 1 minute per level of the warden, and can be ended by any individual ally as a move action.

The Rising Sun
The discipline of the Rising Sun is, perhaps, the youngest of the warden disciplines, but is gaining popularity in regions where the worship of Sarenrae and Iomedae are popular, particularly in the area of the Worldwound. Almost religious in its fervor, members of this discipline tend to either be fallen, or otherwise unworthy, paladins who seek to continue their struggle against evil despite their failings.
Spells: A warden of the Rising Sun adds the following spells to his spell list: 1st (Veil of Positive Energy); 2nd (Light Lance); 3rd (Magic Circle Against Evil); 4th (Holy Sword)
Ward: While within his ward, the warden adds his Intelligence modifier as a bonus to damage rolls against evil dragons, evil outsiders, and undead.
Discipline Abilities: A warden of the Rising Sun gains the following abilities as he increases in level:
Blinding Light (Sp): At 2nd level, the warden learns how to channel positive energy into a powerful burst as a standard action. Enemies within 30’ of the warden are blinded for 1 round unless they make a successful Fortitude save (DC = 10 + ½ Warden Level + Intelligence Modifier). The warden can only use this ability once per encounter.
Positive Energy Ward (Su): At 8th level, the warden can imbue his ward with positive energy once per day. Allies in the ward deal extra damage to evil dragons, evil outsiders, and undead equal to your Intelligence modifier. At 14th level, the warden can use this ability twice per day.
Healing Field (Sp): At 15th level, the warden can create an area of healing as a standard action. Allies within 10’ of the warden are healed for 1d6 hit points per round. The field lasts for a number of rounds equal to the warden’s Intelligence modifier. The warden can use this ability once per day.

The Indomitable Force
The discipline of the indomitable force is the oldest, but least well known discipline of the warden tradition, and is said to have originally been created long before the empires of the elves. Members of this discipline are rare, indeed, and some see their manipulation of the incorporeal and ethereal as something to be feared and despised.
Spells: A warden of the Indomitable Force adds the following spells to his spell list: 1st (Magic Missile); 2nd (Invisibility); 3rd (Force Punch); 4th (Dimension Door)
Ward: While within his ward, the warden’s weapons gain the ghost touch weapon quality, and the warden gains the benefits of the see invisibility spell.
Discipline Abilities: A warden of the Indomitable Force gains the following abilities as he increases in level:
Force Armor (Sp): At 2nd level, the warden gains the ability to cast the mage armor spell as a spell-like ability once per day. The warden may only target himself with this ability, and the duration is increased to 24 hours. At 6th level, and every two levels thereafter, the armor bonus of this ability increases by +1, to a maximum of +12 at 20th level.
Force Shield (Sp): At 8th level, the warden can alter the effect of his elemental shield ability. When the warden uses this ability, he can change the type of damage dealt to force, chosen when the shield is created. Changing the damage in this way reduces the damage dealt to 1d4 (2d4 at 11th level and 3d4 at 18th level). The target of this ability applies this shield bonus against attacks made by ethereal and incorporeal creatures.
Blade of Force (Sp): At 15th level, the warden gains the ability to turn his weapon into pure magical energy. Once per day, the warden may treat all melee attacks as melee touch attacks for 1 round. While this effect is active, the warden’s weapons gain the undead bane special quality. At 19th level, the warden can use this ability twice per day.

Spell List:

Warden Spells
Wardens gain access to the following spells, in addition to those granted by their discipline:
1st Level Warden Spells -- burning disarm, call weapon, corrosive touch, enlarge person, feather fall, frostbite, mage armor, mirror strike, shield, shock shield, shocking grasp, stone fist, true strike, touch of gracelessness, warding weapon
2nd Level Warden Spells -- ablative barrier, alter self, arrow eruption, bear’s endurance, bull’s strength, brow gasher, defensive shock, effortless armor, elemental touch, fire breath, frigid touch, kinetic reverberation, protection from arrows, resist energy, shatter, tactical acumen
3rd Level Warden Spells -- ablative sphere, battering blast, blink, burst of speed, cloak of winds, dispel magic, elemental aura, greater magic weapon, haste, keen edge, pain strike, protection from energy, resinous skin, slow
4th Level Warden Spells -- detonate, dragon’s breath, elemental body I, fire shield, lesser globe of invulnerability, mass enlarge person, stoneskin, symbol of slowing, wall of fire, wall of ice, wall of sound, wreath of blades

Looking for feedback. I combed through this several times, but I'm looking for things I may have missed (if anything seems overpowered, underpowered, if Stalwart comes too early, things like that). I tried to keep the spell list thematic, but I don't know if I may have missed something.


What Armor and weapons Prof?

Skill drop UMD, Buff or Intiadate pick one or the other. Needs both climb and swim(all beater have them)

Ward way to strong look at odd ball turn stuff in Ultimate Magic.

Stalwart way to ealy. And not open content...

Hidden Knowledge drop not a skill PC.

Elemental Shield Max +5 not +6

Arcane Rune do not let it stack magic weapon. Pick one type engery not all. Make it go up in steps 1d6 to 2d6 to 1d10 burt. I would let have it at level 5 then every odd level there after.
so
level 5 cold +1d6
level 7 cold +2d6
level 9 cold burst +1d0 per crittal mod + 1d0 for x2 2+2d10x3, 3d10x4.
level 11 fire +1d6
level 13 acid +1d6
level 15 elc. +1d6
level 17 fire +2d6
Level 19 fire burt

Melee Arcanist is 2 powers spilt itin to 2 powers and the second is to strong.

Spell list cut any mass buffs haste enlarge person mass, cut any symbol spell, and wall of sound(theme dose not fit)and lesser globe of invulnerability.

Add Magic weapon at level 1, and Versatile Weapon level 2
Blurr level 2

What about arcane spell failure? in full plate?

Odders abilty nothing is per combat... Reworkit this is pathfinder not 4ed. All are way to strong. And need to be toned down. By factor of 1/3....

Make things more level based not flat pluss stat modifier.

In short this thing is super chessey with 3 exta helping of muchin power gameing...It is way to good to be true. As it stands I would
never allow this thing at my table.

Scarab Sages

Okay... a couple of points:

1)Armor and Weapon Proficiency is under class features, as is the issue of arcane spell failure.

2)Elemental Shield does max out at +6.

3)Why should arcane rune not stack with a magic weapon? Need a specific reason, please. Also, the ability specifically states that you choose a single element, not all of them.

4)I can see wanting to only have one ability on melee arcanist for simplicity, but the second ability is not overpowered. You're looking at about +12-+14 damage, maxing out at probably +24-28 (at 20th level), to touch spells, which take a standard action to cast. Still, I'll take that into consideration.

5)The idea of protection is too central to this class, so wall of sound and lesser globe of invulnerability make sense. I can see the case for haste and mass enlarge person, though. Good point.

6) I think it's pretty clear that I themed the Disciplines off of the Cavalier Orders, which do have once per combat abilities. Again, I need specific criticism, not "OMG overpowered".

It it's too powerful, tell me what, specifically, is too powerful, as well as why, or in what situations, it would be considered so.

*Edit: Oh, and I'm not making money off this, nor am I publishing it, so I can use Stalwart however I like :P I'll take more input before deciding whether or not to make it a higher level ability.

**Edit: Also, Ward is too strong? How so? A +1 to AC/Saving throws that doesn't stack with a Ring of Deflection hardly seems overbearing. In what context would it be too powerful?


I kind of like and dislike the idea.

I like that it is a defensive fighter class. kind of a different take on what a paladin could be, or even a magus version of a paladin

I dislike that the name WARDEN has more of a connotation of druid, ranger, or even a kind of inquisitor that wards or protects an area or place not so much a single group of friends.

I think names are important. the Barbarian for example is incredibly hobbled by a poor name.

having said that if you came up with a better name I think i would be all for it.


I kind of like and dislike the idea.

I like that it is a defensive fighter class. kind of a different take on what a paladin could be, or even a magus version of a paladin

I dislike that the name WARDEN has more of a connotation of druid, ranger, or even a kind of inquisitor that wards or protects an area or place not so much a single group of friends.

I think names are important. the Barbarian for example is incredibly hobbled by a poor name.

having said that if you came up with a better name I think i would be all for it.

Scarab Sages

blue_the_wolf wrote:


I dislike that the name WARDEN has more of a connotation of druid, ranger, or even a kind of inquisitor that wards or protects an area or place not so much a single group of friends.

I think names are important. the Barbarian for example is incredibly hobbled by a poor name.

having said that if you came up with a better name I think i would be all for it.

Hm...

See, I actually struggled for a long time deciding what to name this guy. All the good arcane spellcaster names were taken, and names like Warlock didn't fit. I had considered making it an adaptation of the Abjurant Champion from 3.5, but base classes are strictly single-name in PF.

Any suggestions? I have to admit, I kinda like warden, but I can see how one might get the wrong idea.


blue_the_wolf wrote:

I kind of like and dislike the idea.

I like that it is a defensive fighter class. kind of a different take on what a paladin could be, or even a magus version of a paladin

I dislike that the name WARDEN has more of a connotation of druid, ranger, or even a kind of inquisitor that wards or protects an area or place not so much a single group of friends.

I think names are important. the Barbarian for example is incredibly hobbled by a poor name.

having said that if you came up with a better name I think i would be all for it.

I second this. Rename it something like Runelord or Arcanist (or Arbitrator though that does have a rather religious ring to it). Furthermore you could change the ability name from Ward to Rune or Glyph to reflect the change in name (if you were looking for that kinda thing).


Drop this, and Ward will be fine:

Quote:
In addition, while a warden is within a warded area, he adds either the ward bonus to armor class and saving throws or his Intelligence modifier, whichever is higher.

Stalwart is a bit early. I'm not sure I'd place it at 9+, but not 2.

Hidden Knowledge is fine. For these type of character, it's very important to know what spells are being slung. It fits well.

Elemental Shield: I'm pretty iffy on this, since it will be used just to THF and get a great shield bonus.

Arcane Rune's Elemental Rune: The expending effect needs to be better. On average, it's all of +2 damage, and requires an hour to get back. All in all, I quite like this idea though.

Melee Arcanist: Its high enough that I'll give it a lot of leeway, but a nice bonus to avoiding AoOs while casting threatened would be best. +4 never hurt.

Stone Soul should probably have a uses per day. 3 + mInt? Once per encounter?

What does the Ordered Chaos' ward do?

Discipline of the Rising Sun: I don't think it really fits, thematically.

I like it. A fair number of interesting ideas in it.

It doesn't touch on the toes of the fighter / barbs damage output. It's great at AC where the paladin is great at all other types of defenses. Doesn't seem to poach on the ranger either.

It doesn't fall prey to many balance issues on a first reading. Action economy is preserved, and there are lots of nice standard actions. I don't recall seeing any generalized stat consolidations other than the add Int to AC / saves.

My main concerns of it are that it's a bit oddly balanced. Lots of once-per-encounter abilities. Lots of standard actions for a full BAB class.

There also seem to be some loose ends. Hidden Knowledge hints at the need to ID spells, but you can't really do much about them. I suppose knowledge is power, and it's fine.

It has the potential to make everyone a bit more awesome, and doesn't steal the spotlight from what I can see. This allows quite a bit of leeway, balance-wise.

It has a pretty strong taste of the Tome of Battle. I assume that was plundered for ideas?

Scarab Sages

Cheapy wrote:
Stuff

Ah, this is criticism I like to hear!

1) I was on the fence about the class adding it's Int bonus when in the Ward, and I think I'll remove that line. It's not that I dislike it, but abilities that affect allies typically don't scale with the casting character as well (see Freebooter, Inspire Courage, etc.).

2) I can see the point on Elemental Shield, but it scales slowly enough that I guess I figured it'd never be a huge deal (most dedicated shield users have equal shields WAY earlier). Still, I'll think on it.

3) Melee Arcanist: I'll consider changing the no AoOs to a flat bonus to Cast Defensively checks. Good call.

4) I figured that Stone Soul requiring a Standard Action to activate would balance it out a little bit (seeing as how you miss out on the normal attack/combat maneuver you could make, and don't get to add weapon bonuses to it). Will think on it.

5) The Ordered Chaos level 8 ability allows the edge of the Warded area (30' radius) to, essentially, be converted into a wall of X element a few times per day. I realize I made the wording confusing, and will try to get it fixed.

6) I don't really care for Discipline of the Rising Sun, but I figured someone might, which is why I did it.

And yes, Cheapy, I got a little bit from Tome of Battle. I felt like I put the ToB, Cavalier, Paladin, and Magus in a blender XD.


I meant the Ordered Chaos ward-modified ability. It does 1d4 elemental damage what? Adds it to the warden's attacks? Adds it to all attacks?

An order dedicated to unraveling magic could be interesting too. Would allow the "loose end" I talked about w.r.t. Hidden Knowledge.

Scarab Sages

Cheapy wrote:

I meant the Ordered Chaos ward-modified ability. It does 1d4 elemental damage what? Adds it to the warden's attacks? Adds it to all attacks?

An order dedicated to unraveling magic could be interesting too. Would allow the "loose end" I talked about w.r.t. Hidden Knowledge.

Doh! Good catch. It was supposed to be written:

"While within his ward, the warden's weapons deal an additional 1d4 points of fire, cold, lightning, or acid damage, chosen when the ward is created. At 11th level, this damage increases to 2d4. "


Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

This is the base line... your is way better the special dose not stack
if my sword is holy I can make it Holy Hloy with bond

4)I can see wanting to only have one ability on melee arcanist for simplicity, but the second ability is not overpowered. You're looking at about +12-ish damage to touch spells, which are already kinda... meh. Still, I'll take that into consideration.

stornger than the evorker

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

2)Elemental Shield does max out at +6. Why any type other magic shield bounus max out at +5.

Roaring Tsunami (Su): At 15th level, the warden can imbue his ward with the power of a tsunami. Once per day, when the warden creates a ward, he may make a combat maneuver check to bull rush each enemy within the area of the ward. A successful check bull rushes each target to the outer edge of the ward, and each affected creature is knocked prone
this is better than assome blow..Your is a Mass bullrush+up to 30ft Mass trip.

Graceful Sidestep (Ex): At 8th level, the warden can anticipate the attacks of his enemies and nimbly avoid them. Once per round, when an enemy that the warden has challenged to a dancer’s duel makes a melee attack against the warden, he may make a 5‘ step as an immediate interrupt. If the warden moves out of the creature’s reach, the attack has no effect. On the turn following the use of this ability, the warden is staggered.
2 level early and way stronger
yours just works pluss leave you stagger so a move or standard action and usaable all day long vs set condition+once per day +save need.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

I could go on...It need to be toned down.
Great theme and base line idea but need work to makep playable in a pathfinder form.

And yes, Cheapy, I got a little bit from Tome of Battle. I felt like I put the ToB, Cavalier, Paladin, and Magus in a blender XD.

Tome of Battel was beta playtest for 4th ed. Also dose not play well with of 3.5/ pathfinder stuff it is way stonger... Point Tone it down. as a whole. Would you want to face 4 these pc if you where the GM or 1 if you where the party whith out one.


The main point of Divine Bond's weapon, and the strongest part, is the enhancment bonus. The ability to add weapon abilities is OK, but not anywhere near the best part of it. Arcane Rune is fine. At adds +3.5 damage. Whoop-de-doo. The +1 to hit and damage from Divine Bond is going to add more than that on average, due to hitting more often.

Originally, I thought the additional damage was just the Int mod, and I found that fine. I don't think adding the level to damage is a good idea, because, as Tom points out, it makes them better at some spells than the evoker (although the evoker can add the damage to more spells...the warden won't be casting those anyways).

Roaring Tsunami: I don't see what's overpowering about once per day bull rush against all enemies for a martial character. Bards can do similar at level 10, although smaller radius. But hey, this is a once-per-day.

Graceful Sidestep: I think you're underestimating Staggered, and this does require a standard action to set up. If you activate both the Ward and Duelist's Dance, it's suddenly the third round of combat before you can even start to hit things. If they use this to not die from an attack, they are suddenly reduced to a single move or standard the next round. Unless they can find a way to get out of the charge distance of whatever attacked them, they're boned anyways.

The power level of the base classes of PF were bumped up to meet the power level of the later 3.5 classes. Like the ones in the Tome of Battle.

The class is not as overpowered as you seem to think it is.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
and each effected creature is knocked prone

that would be the over powered part of Roaring Tsunami.


Ah, yea. Didn't see that bit.


Ward is nice. Spellward is nice, too. Or Spellhelm, Spellheim, Abjurplar, Protectladin, Shield of Dreams, Aegis... Yeah, I like Aegis the best. It means Protection.

Scarab Sages

Okay, I have a few updates for some abilities:

1) Skills: Wardens no longer gain bluff as a class skill. They do, however, gain Climb and Swim.

2) Spells: Mass Enlarge Person was removed from the spell list.

3) Ward: A warden no longer has the option of adding his Intelligence modifier to his AC/Saves instead of the listed bonus.

4) Elemental Shield: The base shield bonus provided by the shield has been reduced to +1, maximum +5 at 19th level. This puts it 2 points behind a +5 Heavy shield, and 4 behind a +5 Tower shield, which seems more reasonable.

5) Stalwart: Stalwart is now a 6th level ability.

6) Arcane Rune: The elemental rune can now be expended as a standard action to fire a ray of elemental energy at a single creature within 30'. The ray deals 1d6 points of damage per warden level of the inscriber. This damage as the same type as was chosen when the rune was inscribed.

7) Melee Arcanist: The ability now grants a +4 bonus to caster level checks made to cast defensively while affected by Elemental Shield. The Intelligence bonus to touch spell damage has been removed.

And...

A new Warden Discipline! (Per Cheapy's suggestion)

The Secret Pact:

The Secret Pact
The discipline of the Secret Pact was founded by those who sought to bolster themselves against the powers of mages, using their knowledge of magic to empower their defenses against it. Members of this discipline are required to make a pact with each other, vowing never to use their magic for ill purpose against their own order, and to never reveal the secrets of the order.
Spells: A warden of the Secret Pact adds the following spells to his spell list: 1st (Identify); 2nd (Bloodhound); 3rd (Banish Seeming); 4th (Detect Scrying)
Ward: While within his ward, the warden gains a +1 competence bonus to saving throws against spells he has successfully identified. This bonus increases by +1 for every 6 levels the warden possesses, to a maximum of +4 at 18th level.
Discipline Abilities: A warden of the Secret Pact gains the following abilities as he increases in level:
Knowledge is Power (Ex): At 2nd level, the warden learns how to use the power of his enemies against them. Whenever the warden makes a successful saving throw against an spell he has identified, he gains a +2 bonus to attack and damage rolls against the caster of the spell for 1 round.
Dispelling Strike (Su): At 8th level, the warden learns how to dispel magical effects with a powerful strike. Once per day, as a free action, the warden may cast dispel magic on a creature he successfully attacks. At 14th level, the warden can use this ability twice per day.
Mage’s Bane (Ex): At 15th level, the warden gains the Disruptive feat, even if he does not meet the prerequisites. In addition, the warden deals 2d6 extra damage on attacks of opportunity provoked by a spell caster attempting to cast a spell while threatened by the warden.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
At 18th level, a warden can inscribe a rune of healing on a weapon. The inscribed weapon grants the wielder DR 3/-. As a move action, the wielder can also draw from a pool of healing magic within the weapon. The inscribed weapon contains 1d8 hit points per warden level of the inscriber. This rune is not expended until the hit point pool is empty, or until the warden inscribes another rune.

if i'm reading this right the person can choose exactly how much healing they get from the weapon? if that's the case why would anyone ever not leave one point in it to get the 3 dr?

Scarab Sages

soulofwolf wrote:


if i'm reading this right the person can choose exactly how much healing they get from the weapon? if that's the case why would anyone ever not leave one point in it to get the 3 dr?

That was the idea, yes. Essentially, you can have that DR all day if you want. I figured DR 3/- for one person wouldn't be overpowered, and essentially serves as a source of preemptive healing. You may decide that, at some point, you need that extra health, or you may not.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

it essentially negates the expelling condition of that rune, every other inscribed rune has an effect that negates the benefits of that rune, but no one is ever going to choose 1 health point over 3 dr, ever so that rune will never get expelled, is it over powered.. not really 3 dr at lvl 18 isn't that much.. but it doesn't match with the rest of your runes since it won't ever be depleted. Have you considered instead having it be 3 cases of 6d8 healing that is expended after the third heal?

Scarab Sages

An excellent point. I think, perhaps, it shall be reworded as:

"At 18th level, a warden can inscribe a rune of healing on a weapon. The inscribed weapon grants the wielder DR 3/-. As a move action, the wielder can expend the rune in order to regain 1d8 hit points per 2 warden levels of the inscriber."

This allows for fewer hit points, but is more in line with the theme of runes, i.e., you have a small benefit for X amount of time, or gain one big benefit that expends the rune.

Also, the prone effect has been removed from Roaring Tsunami.

I'm also assuming at this point that many people are finding most of the Disciplines to be relatively well balanced/thematic, other than the few mentioned?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i definately agree with the changes you've made so far, and will probably throw one in my game friday night as an npc encounter to get a bit more of a hands on feel for the balance of it, then i'd be happy to provide you with more feedback afterwards.


Realy heal and DR and full base attack and arcane spells and heavy armor is there any thing class dose not do... Is it a trap finder as well. Do not let this do all roles.

Scarab Sages

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Tom S 820 wrote:
Realy heal and DR and full base attack and arcane spells and heavy armor is there any thing class dose not do... Is it a trap finder as well. Do not let this do all roles.

Funny... paladins can do pretty much the same thing. Are they overpowered?

Do you think that, with a caster level deficit and Paladin level spellcasting that the spells are going to be THAT big of a deal?

Is one 9d8 heal once per day at level 18 (~45 HP) just unbelievable?

Many posters have said that this class isn't nearly as bad as you think it is. Try relaxing on the knee jerk reactions and really look at what this guy can do (taking action economy and offensive vs. defensive ability into account).


Davor wrote:
Tom S 820 wrote:
Realy heal and DR and full base attack and arcane spells and heavy armor is there any thing class dose not do... Is it a trap finder as well. Do not let this do all roles.

Funny... paladins can do pretty much the same thing. Are they overpowered?

Do you think that, with a caster level deficit and Paladin level spellcasting that the spells are going to be THAT big of a deal?

Is one 9d8 heal once per day at level 18 (~45 HP) just unbelievable?

Many posters have said that this class isn't nearly as bad as you think it is. Try relaxing on the knee jerk reactions and really look at what this guy can do (taking action economy and offensive vs. defensive ability into account).

Paladins get how many 9d6 heals at level 18? 14 or so? On top of applicabble mercies they can apply to said heals?


Look there is 5 basic role PC take. Leader, Defender, Striker, Healer, Skillmokey. Any PC class should fill 3 role and level other two alone. The Pal is Defender first, Second Healer, third Striker.

Your guy with INT prime stat with ok skill list will end with 5 skill Point per level. And basicly give them one more Hidden Knowledge due the fact with 1 skill and that abilty I stay even with any caster that spend 2 skill point. OR if Warden PC spend 2 skill point they are better than Striaght Caster by 50% at any level. (Maybe use this as Discipline abilty so not eveyone of them better just some)

Do not get me wrong I like the Idea Very Very much!!! But I think It need to be balenced.

With that said the ward Give +to AC and saves max +5 right now and dose not stack with ring of Protection or Clack of Ressitance?

That would change to competence bonus and max it at +4 like the bard. At 5th level+2, and every six Warden levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. I would also only it to Reflex save and AC not all. That both tones it down but strenght that it worth keeeping track of. And It would Stack.


... okay can we go through that and fix all the spelling and grammatical errors? Cause I can't follow whatever it is you're trying to say other than the first bit about quoting the 4E class role types, and something about straight casters. (This guy is not a straight caster by any stretch of the imagination, he's got the same half-caster setup as Paladins and Rangers.)


Look there is 5 basic role PC take. Leader, Defender, Striker, Healer, Skillmokey. Any PC class should fill 3 role and level other two alone. The Pal is Defender first, Second Healer, third Striker. Your is trying fill 4 roles.

Your guy with INT prime stat will end with 5 skill Point per level. Hidden Knowledge will basically give them one more due the fact with 1 skill and that ability I stay even with any caster that spend 2 skill point. OR if Warden PC spend 2 skill point they are better than Straight Caster by 50% at any level. In the skill race.(Maybe use this as Discipline ability so not everyone of them better just some)

Do not get me wrong I like the Idea Very Very much!!! But I think It need to be balanced.

With that said the ward Give +to AC and saves max +5 right now and dose not stack with ring of Protection or Clack of Resistance?Right?
I would change that to competence bonus and max it at +4 like the bard.
So that it woul work like this. At 5th level+2, and every six Warden levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. I would also only it to Reflex save and AC not all. That both tones it down but, strengthens that it worth keeping track of the bonus. And it would stack.


I like this class, and look forward to what changes you might implement. For a name, how about the sentinel?

Scarab Sages

Terronus wrote:
I like this class, and look forward to what changes you might implement. For a name, how about the sentinel?

Oooo... I actually REALLY like that name. I'll have to think on that one.

At the moment, I think I've made all the necessary changes for the time being. Remember, I have a couple of short Errata posts in this thread that I will attempt to compile, or simply release a Warden (Sentinel?) 2.0. Right now, though, I'm looking to get this guy playtested (with the above errata) to see where exactly he falls on the power scale. If anyone wants to try it, let me know what you think.

Also, a side note: The warden's Ward grants a deflection bonus to AC and Saving Throws. I would like to note that the bonus to saving throws is also a deflection bonus, so that does stack most other bonuses. It's weird, but I wanted this guy to give unparalleled magical protection.

That having been said, I also need to specify that the Saving Throw bonus only applies to saves made against spells, or change the bonus type to make more sense (competence is a good suggestion). Just one more thing that needs changing. XD

RPG Superstar 2012 Top 32

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I think sentinel is a really great name. Maybe buck a bunch of trends, give it Wisdom-based arcane spelling, and decent Perception, Sense Motive, and possibly even Linguistics (for detecting forgeries and the like) and Survival (tracking, clue finding).

Also, I already made up a warden class that is basically the druid version of the inquisitor, and want to call dibs on the warden name. :-P :-)

Scarab Sages

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Yeah... I think I'm gonna change it to Sentinel. It's so much more... powerful, I think.

Interesting ideas, SD, and I like the flavor of your suggestion, but I don't think it fits this class. He's intended to be a soldier-esque design. Sure, you could play him like something else (You could play a skill-based fighter if you wanted), but the fundamental aspect needs to be a bit more... coherent, I think.

@Tom: I have to disagree with you in regards to roles. There are 3 different roles, in my opinion:

Damage
Support
Control

Damage is obvious, and is filled by most of the martial classes (Fighter, Barbarian, Ranger, etc.), and has some niche roles in spellcasting.

Support is all about keeping your allies alive through buffs & healing. Bards are the epitome of the support character, but druids, wizards, clerics, witches, sorcerers, and even some of the other 6th level spellcasters do great support. And that's not to mention Paladins and Cavaliers, plus a few scattered archetypes.

Control is all about hindering enemies and directing combat. The god wizard is the most obvious controller, but most classes can fill this role in some way or another with specialization. Druids make great controllers, and monks can actually really shine in this respect, though anyone with good combat maneuvers can do a great job.

Sure, in tabletop games you also have the Skill Monkey, but his job is to be proficient at skills that many group members aren't, such as Stealth, Disable Device, Escape Artist, or perhaps some of the other Knowledge skills.

The Warden(Sentinel) can perform the role of Support quite easily, and can specialize in either Damage or Control, but not usually both. Sure, he has a decent number of skill points, but the lack of class skills mean those are the only ones he's going to be good at. He may be better at Knowledge (Arcana) than a Wizard, but the wizard is better at ALL of the other ones. Spellcraft doesn't do a whole lot for him, but it can help him identify his enemy's spell arsenal and prepare accordingly. He just doesn't have the skill variety to pull off being a skill monkey, even if he has a decent number of skills.

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