Warden (3.5e Class)

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Warden
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Status: tinkering
Editing: Constructive edits welcome

Warden[edit]

As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.

As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people's champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature's enemies.

Making a Warden[edit]

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<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Wisdom is the most important. Constitution can improve the low HP, Charisma .

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: Like Shaman.

Starting Age: Complex.

Table: The Warden

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Path of the Manifold 3 1
2nd +1 +0 +3 +3 Initiate of the Manifold 4 2
3rd +2 +1 +3 +3 Manifold Fleetfoot 4 2 1
4th +3 +1 +4 +4 5 3 2
5th +3 +1 +4 +4 Apprentice of the Manifold 5 3 2 1
6th +4 +2 +5 +5 Fletching of the Manifold +1 5 3 3 2
7th +5 +2 +5 +5 Manifold Marksmanship 6 4 3 2 1
8th +6/+1 +2 +6 +6 Student of the Manifold 6 4 3 3 2
9th +6/+1 +3 +6 +6 6 4 4 3 2 1
10th +7/+2 +3 +7 +7 Fletching of the Manifold +2 6 4 4 3 3 2
11th +8/+3 +3 +7 +7 Disciple of the Manifold 6 5 4 4 3 2 1
12th +9/+4 +4 +8 +8 6 5 4 4 3 3 2
13th +9/+4 +4 +8 +8 6 5 5 4 4 3 2 1
14th +10/+5 +4 +9 +9 Scholar of the Manifold 6 5 5 4 4 3 3 2
15th +11/+6/+1 +5 +9 +9 Fletching of the Manifold +3 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +5 +10 +10 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +5 +10 +10 Adept of the Manifold 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +6 +11 +11 Fletching of the Manifold +4 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Master of the Manifold 6 5 5 5 5 5 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis) Spellcraft (Int), Spot (Wis).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Wardens are proficient with all simple weapons, plus the weapons granted from the Path of the Manifold class feature. Wardens are proficient with light armor, but not with shields.

Spells: A warden casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A warden must choose and prepare his spells in advance (see below).

To prepare 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.

Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Warden. In addition, he receives bonus spells per day if he has a high Wisdom score.

Wardens meditate or pray for their spells. Each warden must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a warden can prepare spells. A warden may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Path of the Manifold: The Path of the Manifold is a divided tree of specialization which determines which form of ranged weapon with which the warden will become proficient in. There are two seperate paths that the warden may choose: the Path of the String or the Path of the Trigger. The Path of the String focuses on the use of the weapons as classified in the bow category while the Path of the Trigger instead allows the warden to use crossbows. Once the decision for either path is made, it cannot be reversed under any circumstances.

Once the decision is made, the warden will gain both proficiency with weapons of the chosen path along with the Weapon Focus feat respectively. These feats are gained at 2nd and every proceeding third level afterwards. Depending on which path, the warden gains feats as per the table below:

Those that choose the Path of the String gain proficiency with the longbow and shortbow including their composite counterparts, also gaining the Weapon Focus feat with either variety, but only one.

Table: Path of the Manifold[edit]

Mastery Path of the String Proficiency
Initiate Point Blank Shot
Apprentice Precise Shot
Student Rapid Shot
Disciple Far Shot Greatbow or Elven Double Bow
Scholar Manyshot
Adept Greater Manyshot
Master Shot on the Run


Those that choose the Path of the Trigger gain the Weapon Focus Feat with one variety of the crossbows whether the light or heavy version but only one. Those of this path will also gain Rapid Reload as a bonus feat.

Table: Path of the Trigger[edit]

Mastery Path of the Trigger Proficiency
Initiate Crossbow Sniper
Apprentice Point Blank Shot
Student Precise Shot
Disciple Improved Crossbow Sniper Great Crossbow or Repeating Crossbow
Scholar Shot on the Run
Adept Far Shot
Master Rapid Shot

Manifold Fleetfoot (Ex): The Path of the Manifold has taught the warden that he should always be aware of his surroundings, to never let down his guard or stop moving. At 3rd level, the warden now gain a bonus to AC as a dodge bonus equal to his Wisdom modifier.

Fletching of the Manifold (Su): at 6th level, a Warden can suppliment small amounts of magic into the fletching of his arrows or bolts in order to allow them to fly straighter and deal more damage. All arrows and bolts that are not already enhanced in some way or form are now counted as having a +1 enhancement bonus to attack rolls and damage rolls. This bonus will only apply when the bolt or arrow is being fired, whilst in storage or otherwise not being used in combat, the arrows that are not already enhanced are counted as mundane for all purposes. This ability increases to +2 at 10th, +3 at 15th and +4 at 19th.

Manifold Marksmanship (Ex): By slowing their breathing and taking an extra second to aim, a warden can greatly improve their accuracy and judgement of the flight of the arrow or bolt about to be launched. At 7th level, a warden may now sacrifice a move action to gain half their Wisdom modifier as a circumstance bonus to their next attack roll. This ability must be executed before and in the same turn as the attack the warden is planning.

Ex-Wardens[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Warden[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Warden Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Warden[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Wardens in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Warden Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Wardens in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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