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Warden Printable version

Description


While the most classic example of a warden is something akin to a paladin that has not so wholly devoted themselves to a god or divine cause, there are many ways in which wardens can differ. A warden can be a cunning strategist who knows the power of confident words that boost the morale of their soldiers, or they can be a ruthless tyrant who uses their intimidating presence to bully minions into fighting harder out of the fear of displeasing them.

A warden’s words are in many ways the most powerful tool in their possession, as long as they have allies at their side. By no means, though, does this mean that a warden is defenseless without their companions. To the contrary, their experience in war is exactly what affords them their air of calm in the face of great danger.

Not all wardens are leaders. Some are bannermen, tirelessly holding aloft the symbol of their god or the flag of their nation to inspire and invigorate, bellowing great war cries of defiance in the face of seemingly insurmountable odds.

Others are simply the most positive of souls, whose unerring optimism alone is a beacon of courage and comfort to those around them. Yet still there are those who are so terrifyingly efficient or brutal to behold in battle that their allies are merely grateful to be on their side and not their enemies.

Most wardens wear heavy armour, but not all, just as not all wardens are found with a shield in hand, instead favoring pure offense.
But no matter what, the warden’s immutable spirit gives them the force of will to take blow after blow, often for the sake of those who fight for or with them. So, too, does that mental fortitude allow them to shake off the kind of influences that would cripple weaker-willed warriors.

Alignment Restriction: None

Hit Die: d12

Proficiencies: A warden is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Skill Points: 5 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Discipline, Heal, Intimidate, Perform, Sense Motive, Taunt, Tumble

Primary Saving Throws: Will

Base Attack Bonus: +1 / Level


Level Progression

LevelHit DiceBABFortReflexWillFeatNotes
1st1d12+1+0+0+2
Luck of Heroes​
2nd2d12+2+0+0+3
Hold the Line I​
3rd3d12+3+1+1+3
4th4d12+4+1+1+4
Cut Them Down I​
5th5d12+5+1+1+4
Break Their Spirits I​
6th6d12+6/+1+2+2+5
Gather Courage I, Regal Bearing​
7th7d12+7/+2+2+2+5
Selfless Ward​
8th8d12+8/+3+2+2+6Show No Fear
9th9d12+9/+4+3+3+6
Hold the Line II​
10th10d12+10/+5+3+3+7
Overpower or Shield Wall​
11th11d12+11/+6/+1+3+3+7
Cut Them Down II​
12th11d12+11/+6/+1+4+4+8
Break Their Spirits II​
13th11d12+11/+6/+1+4+4+8Gather Courage II
14th11d12+11/+6/+1+4+4+9
15th11d12+11/+6/+1+5+5+9
Hold the Line III​
16th11d12+11/+6/+1+5+5+10Gather Courage III
17th11d12+11/+6/+1+5+5+10
Cut Them Down III​
18th11d12+11/+6/+1+6+6+11
Break Their Spirits III, Defiant Cry​

Hold the Line: The warden grants nearby allies, other than himself, a +1 bonus to armor class. This bonus increases to +2 at level 9, and +3 at level 15. This ability may be used once every 3 minutes. Duration is 5 + CHA modifier rounds.

Cut Them Down: The warden grants nearby allies, other than himself, a +1 bonus to attack rolls and damage rolls. These bonuses increase to +2 at level 11, and +3 at level 17. This ability may be used once every 3 minutes. Duration is 5 + CHA modifier rounds.

Break Their Spirits: The warden attempts to demoralize nearby enemies, inflicting a penalty of -1 to armor class unless they succeed on a Will saving throw. The DC for this saving throw is 14 + CHA modifier. The penalty increases to -2 at level 12, and to -3 at level 18. This ability may be used once every 3 minutes. Duration is 3 rounds.

Gather Courage: The warden bolsters themselves to lead by example. They gain a +1 bonus to attack rolls, damage rolls, and armor class. These bonuses increase to +2 at level 13, and to +3 at level 16. This ability may be used once every 5 minutes. Duration is 3 rounds + ½ CHA modifier (rounded down).

Regal Bearing: The warden’s experience affords them a commanding demeanor. They gain a +2 bonus to Barter, Diplomacy, and Intimidate skill checks.

Selfless Ward: The warden sets their protective gaze upon a nearby ally. While the Warden and the warded ally remain within 10 meters of each other, 40% of all physical damage dealt to the warded ally is dealt to the warden instead. The warden may take damage that would reduce their remaining hit points below 0 from this damage. This ability may be used at will and lasts until canceled.

Show No Fear: The warden removes fear effects from nearby allies in a 30-meter radius. Additionally, they gain immunity to fear effects. This ability may be used three times per day. Duration is 3 + CHA modifier rounds.

Overpower: While wielding a two-handed weapon, the warden gains a +1 dodge bonus to armor class per 6 class levels (rounded down),

Shield Wall: While wielding a shield, the warden has a 5% chance to gain 10% physical damage immunity every time they are struck. While their current hit point total is below 50% of their maximum hit point total, the chance increases to 25%. Duration of the immunity is 1 round + 1 round per 6 class levels.

Defiant Cry: The Warden bellows aloud their defiance, granting nearby allies 3d20 temporary hit points. This ability may be used once per hour. Duration is 2 + CHA modifier rounds.