Mystic Warden (3.5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the standard 3.5e content rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
this class was originally designed for more difficult campaigns(such as dealing with kaiju sized bosses with several thousand hp and massive stats like over 100 strength) and as such may require adjustments to fit into others . see talk page for example from another class


Mystic Warden[edit]

A class with a wide variety of skills and magic for many situations but immense restrictions on personal ethics and behavior to maintain such power.

Making a Mystic Warden[edit]

Mystic Wardens work exceptionally well as single target elimination specialists (or boss slaying for the layperson) but have serious trouble when out numbered since they lack any decent ability to engage multiple targets especially multiple melee targets, also they are not particularly good at disengaging from disadvantageous situations and are likely to be forced to fight due to their class restrictions. Mystic Wardens are great at most jobs as a whole but can often fall into the trappings of inter-party conflict or difficulties in coming to terms with their binding brand. Mystic Wardens are always 1 size category larger than their base race and includes all potential bonuses and penalties (includes a halved movement speed as a penalty) (this is even added if this class is multi-classed in to)

They start with a unique 2-handed weapon that at large size does a base 3d8 damage by striking with a heavy iron weight attached to the end of it with a 40 ft reach that also counts as heavy armor with a +3 ac bonus that can be worn over other armors with no penalty. the chain is the source of all of their power if the chains are willingly removed (they cannot be disarmed of these normally they must be ripped clean out (as an opposed strength check in which they must be beaten by over 12) since they wrap around their whole body) they temporarily lose access to all chain based abilities/spells until reequipped/regrown (the chains have normal hardness for the purposes of determining breaking point but regenerate from breaking after 1 round as long as the warden is wearing them in some form)

Abilities: Constitution and Strength are very important as well as wisdom for the classes selection of spells.

Races: Any Race that can be Non-Chaotic but humans are the most likely, Dwarves are as well, Elves and other weaker races are unlikely but still possible.

Alignment: Non-Chaotic.

Starting Gold: 2d10x10 gp (avg: 110 gp).

Starting Age: Complex (As Wizard).

Table: The Mystic Warden

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1 -3 +1 Branded, Chains Of Unity (5 allies), Chains of Punishment (1 target), I Left My Old Life Behind
2nd +2 +2 -2 +2 Share the Pain 1/day, Share the Peace 1/day, 1
3rd +3 +2 -1 +2 Iron Bonds, Clear Your Head, Launch/Pull 2
4th +4 +2 +0 +2 +2 to str,con, or wis, Deny Satisfaction, We Will Only Die Together 3 1
5th +5 +3 +1 +3 Share the Pain 2/day, Share the Peace 2/day 4 1
6th +6/1 +4 +1 +4 4 2 1
7th +7/2 +5 +2 +5 I Am My Oath, I Can't Die Here, Chain Hardening ,automatically gains feat Leadership or Undead Leadership 5 2 1
8th +8/3 +5 +2 +5 Share the Pain 3/day, Share the Peace 3/day, Ornamental Chains, Spikes of Agony 5 3 1
9th +9/4 +6 +2 +6 Spider Snare, Iron Master/Maiden 6 3 2 1
10th +10/5 +7 +3 +7 Steel Grasp, +2 to str,con, or wis ,Chains of punishment (2 targets), Chains of unity (10 targets) 6 4 3 1
11th +11/6/1 +8 +3 +8 Share the Pain 4/day, Share the Peace 4/day ,Mercy, Vengeance, Unyielding Determination 6 4 3 2 1
12th +12/7/2 +9 +3 +9 Adamant Fury 6 4 3 2 1
13th +13/8/3 +10 +4 +10 Infusion, Blood Oath 7 4 3 2 1 1
14th +14/9/4 +11 +4 +11 Chain Affinity 8 4 3 2 2 1
15th +15/10/5 +11 +4 +11 Share the Pain (Class Level)/day, Share the Peace (Class Level)/day, Undying, Iron Body,Mind,and Soul 8 5 4 3 2 1 1
16th +16/11/6/1 +11 +5 +11 Hold on Longer, Die Quicker 8 6 4 3 3 1 1
17th +17/12/7/2 +12 +5 +12 Power Lend, Power Steal 9 7 5 4 4 2 1 1
18th +18/13/8/3 +12 +5 +12 +2 to str,con, or wis, I won't let you die here 9 8 6 5 4 2 2 2
19th +19/14/9/4 +13 +6 +13 Let me hold your soul in my hands 9 8 7 6 5 3 2 2 1
20th +20/15/10/5 +13 +6 +13 Judge, Chains of Punishment (3 targets), Chains of Unity (2 x level of allies) 9 8 7 6 5 4 3 2 1 1

Class Skills 4 + Int modifier per level, ×2 at 1st level)
Climb, Concentration, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge(Arcana, Nature, Religion, Planes), Spellcraft, Survival, Use Magic Device, Use Rope.

Class Features[edit]

Mystic Wardens are very heavy on their abilities and are very heavy and slow as a whole. All of the following are class features of the Mystic Warden.

Weapon and Armor Proficiency: Until level 4 they have no weapon proficiency barring their starting chains which count as spiked chains. after that point they gain simple weapon proficiency and gain either an exotic weapon proficiency every 6 levels or a martial weapon proficiency every 4. Mystic Wardens can only wear heavy armor (others they physically cannot equip without penalty) which they are proficient with and while they wear their chains all armor is counted as a form of heavy armor (dm's choice) for skill restrictions/penalties (which are also doubled until the mystic warden exceeds level 8) (they basically suck at swimming)

Spells: Mystic Warden's casting stat is Wisdom all spells and spell like abilities are all derived from either Strength or Wisdom they gain new spells as a sorcerer (meaning they cannot change them). Mystic Warden's choose their spells from the following lists:

0—Chooses from all spells but can not select offensive aoe spells

1st—Chooses from all spells but can not select offensive aoe spells

2nd—Chooses from all spells but can not select offensive aoe spells

3rd—Chooses from all spells but can not select offensive aoe spells

4th—Chooses from all spells but can not select offensive aoe spells

5th—Chooses from all spells but can not select offensive aoe spells

6th—Chooses from all spells but can not select offensive aoe spells

7th—Chooses from all spells but can not select offensive aoe spells

8th—Chooses from all spells but can not select offensive aoe spells

9th—Chooses from all spells but can not select offensive aoe spells

Table: Mystic Warden Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st See top table for spells known
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Branded: The mystic warden gains a brand on some part of their body (their chains will grow out of this brand). This is the oath the Mystic Warden swears, the Blessing that makes them extremely powerful and the curse that will slay them should they ever falter. The oaths are of one of 3 categories either they are oaths of fealty/loyalty (undying oaths to a person/diety think paladin), oaths of desire (oaths to self, greed, or other things to improve oneself or others close to the warden think druid), or oaths of purity (oaths to a specific concept or ideal with no set end like justice or tyranny (LG, LE respectively), this has the side effect that mystic wardens cannot use offensive magic or magic that will harm a target that also targets more than one target for damage (tl;dr they cant use aoes that hurt multiple people ever) also if a mystic warden ever "de-chains" themselves or they have their chains ripped off (harder than you think strength check after disarming them to attempt to rip them out of their flesh but they will re-grow out of their bodies after 1d12 hours the chains are immune to rust or breaking until fully formed) they lose access to all non-passive abilities and spell casting this class has access to until they are once again re-united with their chains

Chains of Unity (Sp): The warden launches a spectral green chain that links to a number of willing allies, they an use linked allies to cast spells (they put the origin point on the allies location and launch from there), they also know where said allies are at all times and can if the ally is willing see through their eyes,also once the warden reaches level 5 (or has 5 class levels of mystic warden) any healing/buffing spell they cast through their chains (read as on target affected by) has its effect boosted by 50% rounded up (the chains are continual unless either the warden chooses to retract the chain or an ally is no longer willing to receive said chain in which case it is broken off of them) (range is 50ft per level until level 12 in which case it becomes 100ft every level)

Chain of Punishment (Sp): The warden launches a spectral red chain (as a either movement or standard action their choice) from their brand towards an enemy that forces the enemy to focus on them(the mystic warden) exclusively unless they pass an opposed will check which will break the chain. the chain cannot be broken without either the warden or target dying, an anti-magic field, or the warden failing the opposed will save. once the mystic warden reaches level 5(or has 5 class levels in mystic warden) they may cast offensive magic through the chain (read as boosts power specifically on affected targets) to raise any opposing saves against the spell by 50% (rounded up) or increase their ranged touch attack AC by 50% (rounded up) and this also increases the effectiveness of the spells by 50% (rounded up) (increases ac needed to resist or raises damage) (target chained is counted as flanked if attacked by anyone besides warden)

I Left My Old Life Behind: When a new Mystic Warden is created they may (read as when someone puts a level in Mystic Warden), if they have class levels in another class, transfer levels from that class into class levels for this class with a 25% chance for each level any levels (that are attempted) that fail to transfer are permanently lost. this chance can be improved by a ritual (dm's discretion) that raises the chance to 75% per level but this ritual removes the ability to multi-class from this character until level 20. the chance can be brought to a full 100% chance if the class levels come from a class that has a strict code of conduct (or a conflicting alignment requirement). without the ritual class levels from strict code of conduct (or conflicting alignment) classes must be transferred at a 50% success rate since the Mystic warden cannot have 2 loyalties if not done so the charcter is immediately considered an ex mystic warden. this ability can only be used once and only at the first level gained of Mystic Warden

Share the Pain (Sp): The Mystic Warden may only use this ability (counts as a move action) only on an opponent who is currently affected by Chain of Punishment the Mystic Warden may sacrifice health (up to their class level plus their wisdom modifier doubled) to do that many d3's (sacrifice 10hp to 10d3 damage) of damage to their opponent (the damage is one of 3 types of the warden's choice Positive Energy(cannot be used for healing only damaging undead enemies) Negative Energy (damage for living creatures) or force energy (think magic missile) the damage can be halved by passing an opposing will check and all damages are subject to spell resistance)

Share the Peace (Sp): The Mystic Warden may use this ability (counts as a move action) only on allies affected by Chains of Unity the Mystic Warden may sacrifice health (up to 3 times their class level) and roll that many d3's to gain a health pool to distribute between their allies(the Mystic Warden may not target themselves with this) as they see fit (ex: Hadrian the 10th level Mystic Warden sacrifices 20 hp and as such rolls 20 d3s and gains a healing pool of 27hp and say he has 3 allies attached with Chains of Unity he may choose to distribute the 27 hp however he wishes between his allies the number however may not exceed his healing pool) after a warden uses this ability the damage they receive from this sacrifice cannot be healed for 1d4 hours unless a spell to remove curses is used on them (DC 5 + health sacrificed) after said time they may heal/regenerate as normal)

Iron Bonds: The warden gains the ability to modify the chains they hold to a minor degree such as adding a hook to the left hand side to allow long range grapple checks or another lump of iron to allow for double attacks (the degree to which the modifications may affect the chain is up to DM Discretion)

Clear Your Head (Sp): The mystic warden gains a permanent resistance to all (non-magical) mental effects (including diplomacy they are treated as fanatical towards things related toward their oath and hostile toward things not in their oath and gain a plus 20 to resist any diplomacy checks they are not naturally willing to do) except fear which they are immune to and gain the ability to once per day make will checks for allies linked to the warden via Chains of Unity to negate fear effects for said allies and render them immune to fear for 1d3 hours

Launch/Pull (Ex): Mystic Wardens can throw their chains to grab objects to either pull to them or pull themselves towards a target (warden's choice), this can only be used on hostile targets if the warden has a hook added to their chains via iron bonds (this skill requires a strength check of DC10 and does not naturally do damage unless the warden has spikes of agony) (this is a movement action)

Deny Satisfaction: Once per week if a Mystic Warden is reduced to 0 hp or below or would be affected by any death effect they can make a DC15 will save to continue acting unimpeded (they lose 1hp per turn until healed) until they die also making this will save means the warden cannot drop below -9 hp (or 1hp away from whatever number it would take to kill them) from blood loss (actions while critically wounded) they must be ended by a melee attack to die (once at 1 hp away from death the Warden's ac drops by 3 points and continues to drop by 1 point per turn until healed or death) (once the mystic warden unlocks undying this ability provides a "health gate" which means the mystic warden cannot lose more than 1/4th of their hp each round) (after level 10 they are immune to attribute/level damage/drain think ray of enfeeblement)

We Will Only Die Together (Sp): The Mystic Warden may only use this ability on an enemy affected by Chain of Punishment and even then only if they also have at least 1 ally affected by Chains of Unity. The Mystic Warden may choose then to add together all damage they and all allies currently affected by Chains of Unity have received within the last 12 hours. this damage is then dealt to both the warden and the target affected by Chain of Punishment. Both the Warden and the target can choose to make a will save the one with the higher roll only takes half of the total damage while the other takes all of the total damage. If the Warden dies from this attack the enemy they targeted with this takes the wardens class level in d6's of extra damage but also gains the ability to deal double damage for 2 turns

I Am My Oath: The mystic warden gains the ability to resist any/all magical compulsions or commands/suggestions that would force them to act against their sworn oath on their brand (adds a +20 to resisting said compulsions as a will save) (after level 15 they are immune)

I Can't Die Here (Ex): Once per week the Mystic Warden may choose to make a will save to ignore 1 normally fatal (would reduce hp below threshold needed for death) blow (DC is 1/2 of the damage past the point of lethality so say you took 30 damage but only had 10hp left the DC would be 10 to ignore that attack but say you take another 30 hp damage you would then be reduced to -20 hp and then die) (hp does not change) the amount of times this can be used cannot increase past once per week (once the mystic warden unlocks undying this ability also provides 1 point of regeneration every 2 class levels rounded up this stacks with other forms of regeneration)

Chain Hardening: Warden Chain Hardness is increased by 5 and chain hp is doubled, also adds +2 ac to chains worn as armor (this effect is removed if the chains are not equipped to the Mystic Warden and only reactivates once the removed chains have been re-equipped)

Ornamental Chains: The Mystic Warden gains the ability to add ornaments to their chains to add magical effects to said chains (the effect is based off of 2 factors the first being where it came from and the second being what exactly it means to the warden as a person) (ex: a skull of a hated enemy necromancer may allow the chain to potentially rip out enemy souls to turn them into undead slaves.... All effects are up to DM discretion)

Spikes of Agony: The Mystic Warden's chains gain spikes that add an extra 2d8 damage (+2d8 for each size category over large) to their equipped chains and allow chain based grapple attacks (such as spider snare or launch/pull) to do damage to targets (said damage is based only off of the spikes not from any ornaments/attachments)

Spider Snare (Ex): The Mystic Warden's chains my be hidden across the ground or near trees to create a spider web made of chains. The "web" acts like a spider web of a spider 2 sizes larger than the warden and can be made to snare larger targets but requires an extra 2 rounds per larger creature and per size category of said creatures. this ability takes at least 2 rounds to set up by default and as such is only suitable for ambushing.

Iron Master/Maiden (Ex): The Mystic Warden may only use this ability on target affected by the ability spider snare, they make an opposed grapple check (they must succeed to do damage if they fail all targets are released) and if they do this all other things snared barring the target will be released but they then do constrict damage to the target based on their strength modifier (add strength modifier as d8's of damage to the spike damage of the grapple check) after doing this the snare is ruined and must be reset after the attack is made

Steel Grasp: The Mystic Warden is treated as 2 size categories larger for the purpose of grapple checks and any time they successfully grapple an opponent they automatically get to make an attack each time they successfully grapple something and as long as they remain grappled to an opponent every turn they may continue to attack the grappled target each turn in addition they are unaffected by any penalties from grappling/maintaining a grapple on a target

Mercy (Sp): The Mystic Warden can choose to at-will switch positions with an ally to take damage in place of an ally they have linked to with Chains of Unity (they may do this 1/day per every 3 class levels rounded up) the position switching is not temporary so take care to not go into a bad position

Vengeance (Sp): The Mystic Warden can choose to immediately upon being damaged take double damage instead but right afterwards deal the same amount of damage to the enemy that just harmed them or whatever enemy they have bound by Chain of Punishment (enemy must be clearly seen and visible by Mystic Warden) (this can only be done 1/day per every 7 class levels rounded up)

Unyielding Determination: The Mystic Warden is immune to death by massive damage and also cannot fail concentration checks in addition the mystic warden is also immune to any ability damage/drain

Adamant Fury: The Mystic Warden's chains become adamantite and as such the chain hardness and hp is quadrupled and the chain damage becomes d10s and gains another hit dice

Infusion: The Mystic Warden gains the ability to add permanent enchantments to their chains also they may choose to ignore any xp for enchanting costs by tripling the gold costs (appropriate spells still needed to create enchantment)

Blood Oath (Sp): The Mystic Warden may choose to swear a blood oath with someone that they have a positive relationship with. this blood oath allows a person to become or multi-class into a Mystic Warden without a decade of training as long as they have the exact same oath if they do not share oaths this ability has no effect

Chain Affinity (Su): The Mystic Warden gains control over all nearby chains and as such can no longer be bound by chains (auto success on escape artist and/or strength checks to get out of chains specifically) and also may use their abilities/spells without their chains but only for a short (2d12 minutes per day) time (they are replaced with spectral equivalents). also they may hide their own chains undetected inside their own bodies

Undying: The Mystic Warden gains the ability to place their oath above their own mortality. in short they may whenever they would die (be reduced to -10hp or whatever number it takes to kill them) they must pass a dc15 will check to comeback to life at 3d20%hp (any negative effects near them or affecting them are completely purged) they are also immune to any/all instant death/incapacitate effects (the DC increases by 15 each time it is used and resets every 2 weeks back to DC15) also their hit die becomes a d12 unless their hit die is already a d12 in which case it becomes a d20 (this is retro-active) and now may choose to add their wisdom modifier to their hit point rolls in addition to their constitution

Iron Body, Mind, and Soul (Sp): The Mystic Warden can once per week for (class level)d3 rounds turn into an iron golem gaining all of the bonuses of doing so while maintaining all Mystic Warden abilities once the time they can use this runs out they return back to normal. Also Mystic Wardens can never again fail will saves

Hold On Longer: The Mystic Warden's allies linked by Chains of Unity gain the ability to act unimpeded as long as they stay linked to the Mystic Warden even while dying as long as the warden makes a DC 15 Will save for each party member that is near death (basically allies gain Deny Satisfaction while the warden makes the save for them) (if the mystic warden also has I won't let you die here the will save is always considered as succeeded and his allies must drop to -30hp to be considered dead) (if the mystic warden activates let me hold your soul in my hands this ability gives his allies a "health gate" meaning they cannot lose more than 75% of their hp each round)

Die Quicker: an enemy linked by Chain of Punishment loses 3 ac as long as they are below half hp and an enemy that is chained and below 10% hp must succeed a fortitude save against the warden's will save or be reduced to 0hp and unconscious or -1hp and dying (Warden's choice) only affects living targets

Power Lend (Sp): The Mystic Warden may choose to temporarily take negative levels to give 1d2 temporary levels per level sacrificed to an ally linked with Chains of Unity this effect is immediately negated if either the warden or the target die (this effect only lasts at most 1 hour or less if the warden chooses)

Power Steal (Sp): The Mystic Warden may choose to attempt to steal levels from an opponent to gain 1d6 temporary levels said opponent gains the same as negative levels and must be affected by chain of punishment (the effect is negated if either the opponent is unable to receive negative levels or passes a fortitude save which will render them immune to this effect for 1 year (this attack can only be used once a week) (the Mystic Warden is now immune to level drain and negative levels)

I Won't Let You Die Here: The Mystic Warden can choose to allow his allies linked to his chains to not die from damage as long as he still stands (short version as long as the mystic warden still is alive the party cannot drop below -10 hp but the warden takes one quarter of that damage for them if the attack would be fatal) (if the mystic warden activates let me hold your soul in my hands this ability gives his allies regeneration 3 and 3 points of damage resistance as long as the effect is active)

Let Me Hold Your Soul In My Hands (Sp): the Mystic Warden may choose to activate this ability on any number of allies linked by Chains of Unity (at-will ability) however activating this has consequences as long as this is active the Mystic Warden's maximum hp is halved while all allies gain +2 enhancement bonuses to all attributes and skills and as long as this is active if any ally dies they are revived at full hp with no penalties within 1d10 rounds of death however should the Mystic Warden die (permanently) while this is active all of his linked allies immediately take 1/2 his normal maximum hp as damage (subject to spell resistance) the mystic warden can also call any chained ally immediately to their side on their turn as a standard action.

Judge: The Mystic Warden has become a paragon of their cause and gain the ability to, as long as it works out in the long run (within a year), break their own oaths temporarily (can only be used once per decade) they also become a supernatural being based off of their own alignment and oath (ex: angel, demon, devil, undead, outsider, elemental) of the appropriate type and power

Ex-Mystic Wardens[edit]

If a warden ever willingly violates their mystic oath they die with no spells/saves to prevent this, if the violation is unwilling they have 3 months to attempt to correct the heresy they committed, should a violated warden be resurrected after dying from oath breaking they lose all class levels and abilities from the class permanently down to a level 1 commoner if they had no other class levels (not even a wish will fix this) and should they wish to become wardens again they must train again for 1d10 years to start all over.

Epic Mystic Warden[edit]

Table: The Epic Mystic Warden

Hit Die: d20

Level Special
21st +2 to str,con, or wis
22nd Bonus Feat
23rd Bonus Feat (epic leadership)
24th +2 to str,con, or wis
25th Bonus Feat
26th Truly Undying
27th +2 to str,con, or wis
28th Bonus Feat
29th True Leader
30th +2 to str,con, or wis, Chains Of Unity (class level x 10), Chain of Punishment (5 targets), Total Control

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

Truly Undying: Changes the effect of undying to work perfectly 3 times a week and then acts as normal also reduces hp losses from maximum 25% to maximum 15%

True Leader: Any ally affecting abilities/spells of the Mystic Warden have their effectiveness of said ability/spell tripled and the Mystic Warden gains +3 to any stat and all saves per person linked via chains of unity and as long as they have any person linked to chains of unity they have a flat 10% chance to ignore any damage each time they would receive it and a flat 25% chance to ignore damage from any enemy affected by chain of punishment

Total Control: The Mystic Warden is capable of as a movement action relocating any ally or enemy that is under the effect of any of his chain abilities (Will negates) and now is no longer unable to target multiple hostile targets

Bonus Feats: The epic Mystic Warden gains a bonus feat every 3 levels after 22nd.

Epic Mystic Warden Bonus Feat List: Any.

Campaign Information[edit]

Playing a Mystic Warden[edit]

Religion: They follow their oath to an obsessive, fanatical degree, (they kind of have to to be honest) depending on what they swear to (including gods) is what they follow without fear or hesitation.

Other Classes: Typically Mystic Wardens get along well enough with other disciplined classes of the same alignment as them as long as their goals are similar. However, mystic wardens typically have a sharp distaste for the more chaotic and non-disciplined classes but can work with them as long as their oath is being pursued and they stay out of said warden's way. the only people the mystic warden will outright refuse to work with are people who act counter to their oath in which case they regard these people as either vermin or bitter enemies.

Combat: The Mystic Warden's role in combat is often to support their party on the defensive and on the offensive they focus on single targets to try to shut them down quickly since they often cannot switch targets.

Advancement: They can multi-class into any class that doesn't either violate their oath or have a code/alignment restriction of it's own, should they do so it counts as willingly violating their oath (which means death).

Mystic Wardens in the World[edit]

We serve, not because it is convenient, we fight, not because we are suicidal, we live, not because we have to, We are Wardens, because we choose to be and we will never be swayed away from our oath
—Lady Mira Cossant Duchess of Eras, Human Mystic Warden

Mystic wardens are often elite guards or a step up from paladins in their devotion

Daily Life: Total servitude and pursuit of their goals and oath with little heed paid to anything else baring taking care of daily needs

Notables: Lady Mira Cossant level 24 Mystic Warden Bound and Serves her husband Lord Aureus Cossant Duke of The City of Eras

Organizations: Unless mystic warden's share oaths or have similar people under their protection they do not actually congregate or necessarily have much if anything in common with each other mystic warden is more of a breakthough of pure devotion rather than a unified idea

NPC Reactions: Many do not know who or what mystic wardens are and the few that do either think of them as fanatical loons or as pure devoted idealists. Paladins/Blackguards of similar ideas or alignments typically respect their devotion but with differing view they can easily become bitter enemies.

Mystic Warden Lore[edit]

Characters with ranks in Knowledge (Arcana) and Knowledge (History) can research Mystic Wardens to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana) or Knowledge (History)
DC Result
5 Mystic Wardens are very strong classes with a wide variety of skills and follow very strict oaths.
10 Mystic wardens are often employed or even trained by very wealthy people or kings, and occasionally other mages or even wardens.
15 This will tell exact details of how wardens are made.
20 Specific knowledge about a particular Mystic Warden (oath,age,race,height,weight,descriptions).

Mystic Wardens in the Game[edit]

Mystic Wardens are often elite guards or enforcers of their oath likely in addition to or to the detriment of nearby Paladins

Adaptation: They are basically super paladins so they fit pretty much wherever they could/would

Sample Encounter: 2 Mystic Wardens placed outside of a holy temple to prevent attacks and to ensure no would-be thieves escape unharmed



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