Warder (3.5e Class)
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The kings protector, the wealthy merchants bodyguard, the mages right hand, the ultimate living shield. A rare tradition and lifestyle handed down from father to son, from master to apprentice, is the way of the warder. Warders are trained from birth to follow a code of honor unbeknownst to others, and when they vow to serve they do so with their very life. Warders are extremely hardy and disciplined, and will do almost anything if their master wills it. Trained to be a versatile fighter and to deflect attacks the warder makes a formidable adversary, but a better friend.
Making a Warder
Backround: Most warders are trained from birth, usually by a master, who either was or still is a warder. A master will train only two warders at a time because of the strict training and discipline that is required. For some the way of the warder is passed down through family tradition. A father will teach his son, and then he will teach his son, and so on. However the warders way of life is a dangerous one and these traditions usually end before a family can continue. Once a warder reaches adulthood he then completes his training and is released in to the world to find a master. On rare occasions a master will be preselected for him while he is young, who he will then be forced to serve as an adult. This mostly happens in evil societies. The warders have an ancient tradition of protecting arcane casters. There is a deep guarded secret of the benefits a warder and a caster will get when they have this relationship with one another. Some warders have served only one person their entire lives.
Adventures: Warders see adventuring as a way to find a master and fulfill their oaths, if they have just been released from training. Those who have masters already usually only adventure to protect their masters from harm.
Other Classes: Warders adventure very well with most classes, especially with arcane casters, but tend to be a little weary or distrustful of those they do not serve. They tend to stick close to their masters side at all times.
Abilities: Strength is important for a warder because of his role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful warder spells, and a score of 11 or higher is required to cast any warder spells at all. Constitution is also important to keep him standing and make good effect with the fervant class ability.
Races: Warders are primarily human or half-elf. Some half-orcs living in human lands will adopt this tradition as well. dwarfs are capable of adopting this lifestyle, and some have successfully done so. These traditions are alien to halflings and elves. Halflings are to nomadic for this lifestyle and elves have to long of a childhood and tend to outlive their masters.
Alignment: A warders training and tact for following orders requires strict discipline. Only those truly lawful at heart are capable of undertaking it.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Most warders are released from their training when they reach adulthood.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+0||Vow of the warder||—||—||—||—|
|3rd||+3||+3||+1||+1||Warder's defense +1||—||—||—||—|
|4th||+4||+4||+1||+1||Diehard, Enhance weapon +1||0||—||—||—|
|6th||+6/+1||+5||+2||+2||Warder's defense +2||1||—||—||—|
|8th||+8/+3||+6||+2||+2||Enhance weapon +2||1||0||—||—|
|9th||+9/+4||+6||+3||+3||Warder's defense +3||1||0||—||—|
|12th||+12/+7/+2||+8||+4||+4||Warder's defense +4, Enhance weapon +3||1||1||1||—|
|15th||+15/+10/+5||+9||+5||+5||Warder's defense +5||2||1||1||1|
|16th||+16/+11/+6/+1||+10||+5||+5||Enhance weapon +4||2||2||1||1|
|18th||+18/+13/+8/+3||+11||+6||+6||Warder's defense +6||3||2||2||1|
|20th||+20/+15/+10/+5||+12||+6||+6||Enhance weapon +5||3||3||3||3|
Class Skills 2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the warder.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: Warders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells: Beginning at 4th level, a Warder gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the spell list below. A warder must choose and prepare his spells in advance. To prepare or cast a spell, a warder must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a warder's spell is 10 + the spell level + the warder's Wisdom modifier. Like other spellcasters, a warder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on above. In addition, he receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 PHB). When the above table indicates that the warder gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level warder), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The warder does not have access to any domain spells or granted powers, as a cleric does. A warder prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A warder may prepare and cast any spell on the warder spell list (below), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a warder has no caster level. At 4th level and higher, her caster level is one-half her warder level.
1st level spells— Alarm: Wards an area for 2 hours/level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object.
Endure Elements: Exist comfortably in hot or cold environments.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Pass without Trace: One subject/level leaves no tracks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
True Strike: +20 on your next attack roll.
Virtue: Subject gains 1 temporary hp.
2nd level spells— Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/Deafness: Makes subject blinded or deafened.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Find Traps: Notice traps as a rogue does.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other: You take half of subject’s damage.
Status: Monitors condition, position of allies.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd level spells— Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Magic Circle against Chaos/Evil/Good: As protection from chaos/evil/good, but 10-ft. radius and 10 min./level.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Snare: Creates a magic booby trap.
Water Breathing: Subjects can breathe underwater.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
4th level spells— Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Freedom of Movement: Subject moves normally despite impediments.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Restoration: Restores level and ability score drains.
Vow of the Warder: Beginning at 1st level, at any time in his career, the warder may make a vow with his very life to protect any one willing creature. The warder will endure this vow until the day he dies, or the creature he is sworn to protect dies. The Warder must be under this vow to use any of his class abilities. This is done to a better effect when the warder vows to protect an arcane spellcaster that allows a familiar. When a warder makes this vow he than takes the spot of the familiar the arcane caster has, and the arcane caster gains all the benefits of having a familiar aproppriate to his level (see PHB pg. 52 for rules on familiars), except for the following changes.
|Caster Level||Shield Bonus||Special|
|1st-2nd||—||Alertness, improved evasion, share spells, empathic link|
|3rd-4th||—||Deliver touch spells|
|5th-6th||+1||Speak with master|
|13th-14th||—||Scry on warder|
Shield bonus: This is the AC deflection bonus given to the caster when the warder is within 5 ft. from the caster. This bonus only applies when an attack comes from areas the warder threatens. The caster can still be flanked or struck normally from another location. This bonus is denied if the caster or the warder lose their dexterity to their AC. This bonus stacks with the warder's defense bonus.
Alertness (Ex): Both the warder and the caster gain this feet when within 5 ft. of each other.
Deliver touch spells: This can be done with the divine channeling special ability.
Message: As the spell except at will and only to each other. The caster determines the level of the spell.
Scry on warder: If the master is 13th level or higher, he may scry on his warder (as if casting the scrying spell) once per day.
One soul: When old age is ready to take the caster the warder will die that same second successfully completing his vow. Aging effects still effect the warder normally and he can still be killed by other means.
The arcane caster also gets one special ability, in one of three different ways, a +3 skill bonus in whatever skill the warder has the most ranks in (your choice among skills that have the same amount of ranks), a +2 bonus in either reflex or fortitude saves, or a +3 bonus to hit points. The warder can not change this effect once he has picked it (this will always be the bonus he applies, even if he switches his vow to another spellcaster). If the creature you vow to protect is killed you lose 1d3 levels, and lose all special abilities as a warder until his death has been avenged and you make the vow again. The only time you can make a new vow is if you are released from the current vow by that creature, or they, or you die.
Endurance: At 2nd level the warder gains endurance as the feat.
Warder's Defense(Su): At 3rd level when within 5 feet of the creature you vowed to protect, you can enter a total defense stance with a +1 bonus that stacks with the usual +4 benefit you get. This bonus continues to stack every three levels there after to +2 at 6th level, +3 at 9th level, +4 12th level, +5 at 15th level, and +6 at 18th level, to a total of a +10 total defense bonus. This AC bonus is also transferred to the person you protect. This bonus only applies to the areas the warder threatens. The person you are protecting can still be flanked or struck normally from another location. You are denied this bonus anytime you would lose your dexterity to your AC.
Diehard: At 4th level the warder gains diehard as the feat.
Enhance Weapon(Su): At 4th level, every non-magical weapon a warder attacks with becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the warder need not spend experience points or gold pieces to accomplish this task. However, a warder's magic weapon only functions for him. For every four levels the character advances past 1st level in the class, the magic weapon he creates gain +1 greater potency (+1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Divine Channeling(Su): At 5th level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. This can also be done with any spell an arcane caster you may be protecting gives you to cast. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of one standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Fervant: At 7th level the warder is not considered dead until his current hit point total falls a number of points below zero equal to your constitution score. A character with a constitution of 16, for instance, is not considered dead until his hit points fall to -16, not -10.
Human Warder Starting Package
Armor: Scale mail (+4 AC, armor check penalty –4, speed 20 ft., 30 lb.). Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb.).
Weapons: Longsword (1d8, crit 19–20/×2, 4 lb., one-handed, slashing). Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Focus (longsword).
Bonus Feats: Improved Initiative.
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Quiver with 20 arrows.
Gold: 6d4 gp.