Batpope Scott
2013-06-13, 03:50 AM
This class is a work in progress, but I would like pointers on what I've already done. This idea seems almost too powerful to me but I've been wrong before.
Warden, Base Class
The Warden is a warrior who knows that he can trust his instincts. He uses the power that he gains through his connection with nature to accomplish his goals and is no push-over when it comes to strength of arms.
{table=head]Level|BAB|Fort|Ref|Will|Special |
Invocations|
Fast Movement
1st|+1|+2|+2|+0|Nature's Fury, Faithful Companion, Keen Senses|
-|
+0
2nd|+2|+3|+3|+0|Fast Movement, Woodland Stride, Intuitive Athletics|
-|
+10
3rd|+3|+3|+3|+1|Nature's Fury (+2 Dex), Keen Tracker|
-|
+10
4th|+4|+4|+4|+1|Nature Bond, Fey Skin DR1/Cold Iron|
1|
+10
5th|+5|+4|+4|+1|Nature's Fury (+1AC)|
2|
+10
6th|+6/+1|+5|+5|+2|Controlled Fury +1, Trackless Step|
2|
+20
7th|+7/+2|+5|+5|+2|Lesser Invocations, Woodland Stride|
3|
+20
8th|+8/+3|+6|+6|+2|Fey Skin DR2/Cold Iron, Whirling Charge|
3|
+20
9th|+9/+4|+6|+6|+3|Controlled Fury +2, Nature's Fury(+1AC)|
4|
+20
10th|+10/+5|+7|+7|+3|Blindsense, Venom Immunity|
4|
+30
11th|+11/+6/+1|+7|+7|+3|Woodland Stride(Magic)|
5|
+30
12th|+12/+7/+2|+8|+8|+4|Fey Skin DR3/Cold Iron, Nature's Fury +4|
5|
+30ft
13th|+13/+8/+3|+8|+8|+4|Greater Invocations, Evasion|
6|
+30ft
14th|+14/+9/+4|+9|+9|+4|Mettle, Nature's Fury(+1AC)|
6|
+40ft
15th|+15/+10/+5|+9|+9|+5|Woodland Stride(Terrain)|
7|
+40ft
16th|+16/+11/+6/+1|+10|+10|+5|Fey Skin DR4/Cold Iron|
7|
+40ft
17th|+17/+12/+7/+2|+10|+10|+5|Timeless Body, Grand Invocations|
8|
+40ft
18th|+18/+13/+8/+3|+11|+11|+6|Nature's Fury(+1AC)|
8|
+50ft
19th|+19/+14/+9/+4|+11|+11|+6|Great Fury|
9|
+50ft
20th|+20/+15/+10/+5|+12|+12|+6|Fey Skin DR5/Cold Iron, Nature's Champion|
9|
+50ft
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
The Warden’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(Local), Knowledge(Nature)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Nature's Fury(Su): The Warden's most prominent ability is losing himself in his instincts. A Warden can enter a state of heightened senses, speed and endurance at the cost of his stamina. A Warden may activate Nature's Fury as a swift action, granting the Warden a +2 Bonus to Dexterity, a +1 bonus to AC and a -2 penalty to Will Saves. The Warden can use this ability for a number of rounds equal to (Class level+Wis Mod) and must make concentration checks with a DC of (10+1 per previous round spent over the limit of the Fury) to stay in the Fury.The warden can drop out of the Fury as a free action and when the Fury ends the Warden is fatigued until able to rest for one minute. The Fury can be used as many times per day as the Warden needs, but cannot be used while fatigued or exhausted. The Warden cannot use any skills requiring concentration and cannot use spells or spell-like abilities while in a fury.
For the purposes of prerequisites feats that enhance a barbarians rage, the Nature's Fury ability is to be regarded as rage. When a prerequisite requires a number of uses of rage per day, the Warden counts as having one use at first level and one additional use per four class levels (2 at four, 3 at eight, etc).
At third level, Nature's Fury increases Dexterity by a further +2 and at level 12 the bonus to dexterity increases to +6 and to +8 at level 20. At levels 8, 14 and 18, the AC bonus from Nature's Fury increases by +1.
Faithful Companion: The Warden can obtain a faithful companion, which functions as a Sorcerer's Familiar. Instead of being able to deliver touch spells starting at 3rd level, while the companion is within 60ft the Warden gains the Endurance feat
Keen Senses: A Warden's proximity with his wild side develops senses past the point of a normal member of his race. The Warden gains a bonus on Listen, Search, Spot, and Survival equal to 1+1/4 Class Level.
Fast Movement(Ex): Starting at second level, the Warden gains enhanced speed. This starts as a +10ft bonus, but increases by an additional +10ft every fourth level afterwards (6, 10, 14, 18) ending at a total of a +50ft bonus. This movement bonus stacks with other bonuses to speed. The bonus to speed cannot be used while in armor heavier than light or while carrying a medium or heavy load.
Intuitive Athletics(Ex): The Warden is adept at allowing his instincts to take over when performing physical tasks. When using the skills Balance, Climb, Escape Artist, Jump, Ride, Swim or Tumble, the Warden may add the ability score normally used with the skill twice. (For example, the warden applies 2x his strength modifier on a climb or jump check, and 2x his dexterity modifier on balance or escape artist checks)
Woodland Stride: Starting at 2nd level, a Warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
At eleventh level, the Warden may ignore even magical plants and snares that would impair his movement or deal damage. He ignores the effects of any magically manipulated natural growth like a magically created briar field or the effects of the entangle spell. The warden also gains a +4 bonus to will saves against the spell-like abilities of fey.
At fifteenth level, the Warden may ignore any difficult terrain.
Whirling Fury(Ex): A Warden becomes more in tune with his instincts over time. At third level, the Nature's Fury ability allows the Warden to make an extra attack with a full attack action at her highest base attack bonus. All attacks made in the round suffer a -2 penalty and the ability does not stack with additional attacks from Haste or similar effects.
At eleventh level, the warden gains an additional extra attack when using the full attack action. This attack is at a -5, like the second attack from a high base attack bonus.
At fifteenth level, the warden gains a third extra attack when using the full attack action. This attack is at a -10, like the third attack from a high base attack bonus.
Keen Tracker: The Warden gains Track as a bonus Feat. If he already had track from another source, he may choose a single feat that he meets the prerequisites for instead.
Nature Bond: A Warden has an innate bond with the world that makes him a force to be reckoned with. At fourth level, a Warden has a Divine Caster level equal to his class level and can use Invocations that work similarly to spell-like abilities. He knows one invocation at fourth level and gains more as he rises in levels, as shown by the table, and can use all of his invocations as at-will spell like abilities. Armor does not interfere with the invocations like it does arcane spells due to a lack of complex somatic components.
Fey Skin: A Warden gains DR1/Cold Iron at 4th level. This DR increases by 1 every four levels afterwards (8, 12, 16, 20) ending at DR5/Cold Iron at twentieth level.
Controlled Fury: The penalty to attacks from using whirling fury is reduced by one at sixth level and becomes nonexistent at level 9. This penalty reduction does not effect the -5 or -10 for additional extra attacks, just the original -2 penalty to all attacks made in the round.
Lesser Invocations(Su): The Warden gains access to Lesser Invocations, allowing him to learn from that list of abilities.
Tornado Charge: A Warden that reaches 8th level gains the Pounce ability while using Nature's Fury, allowing the warden to make a full attack at the end of a charge.
Blindsense(Su): The Warden can sense creatures without using his eyes. The range for this ability is 15ft + (5ft*Class level)
Trackless Step: Starting at 6th level, a Warden leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Venom Immunity: The Warden gains immunity to all poisons.
Greater Invocations: The Warden gains access to Greater Invocations, allowing him to learn from that list of abilities.
Mettle (Ex):At 14th level and higher, a Warden can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Warden does not gain the benefit of mettle
Evasion (Ex):At 13th level, a Warden can avoid even magical and
unusual attacks with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half damage on a
successful save (such as a red dragon’s fiery breath or a fireball), he
instead takes no damage. Evasion can be used only if the Warden is
wearing light, medium or no armor. A helpless Warden (such as one who
is unconscious or paralyzed) does not gain the benefit of evasion.
Timeless Body(Ex):After attaining 17th level, a Warden no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the Warden still dies of old age when her time is up.
Grand Invocations: The Warden gains access to Grand Invocations, allowing him to learn from that list of abilities.
Great Fury: The Warden is no longer fatigued after using Nature's Fury.
Nature's Champion: The Warden becomes one with nature and his type changes to Fey. Additionally, the Warden will no longer die of old age.
*Invocations are currently being worked on*
Invocations
All invocations require a standard action to use unless otherwise noted.
Least
Entangling Mists: Summons wispy tendrils that entangle those in it's area.
Least; 2nd
You can summon entangling tendrils of mist that latch on to creatures and objects in the area. This invocation works as the Entangle spell except it does not require plants to use and cannot work differently for using different plants as a result.
Earthen Grasp: Use Earthen Grasp as the spell(Complete Arcane).
Least; 2nd
Summons an earthen hand to grapple the opponent. Used as the spell, Earthen Grasp.
Blast of Sea: Use a gout of water to bull rush an enemy.
Elemental Shroud: Resist elements and augment weapon strikes.
Guiding Winds: Ranged weapons have range increments increased by 50%
Least; 1st
Duration: Ten Minutes per Caster Level
Guiding Winds increases range increments of ranged weapons by 50% and stacks with the effects of similar abilities that increase range like the Far Shot feat.
Fang and Claw: Turn into a wolf, as the spell Aspect of the Wolf(Spell Compendium)
Lesser
Witchwood Step: The subject is under the effects of Blur, as the spell.
Sky Step: Walk on Air, as the spell but only one round.
Quake: Shake the earth and knock targets prone.
Wild Roar: Shout deals damage and deafens.
Briar Field: Create an area field with Briars, dealing damage and slowing targets.
Night's Blessing: Gain darkvision and see in supernatural darkness.
Penetrating Gaze: Gain darkvision and see invisible creatures.
Camouflage: Gain a +10 bonus on Hide checks in natural terrain.
Stony Grasp: Use Stony Grasp, as the spell (Complete Arcane).
Greater
Badger's Claw: Gain claws and burrow speed.
Free Stride: Use Freedom of Movement, as the spell.
Wall of Thorns: As the spell.
Disappear: Use Invisibility, as the spell.
Sea Step: Walk on water, as the spell Water Walk.
Grand
Talon and Feather: Transform into a Giant Eagle.
Sun's Light: Use Daylight, as the spell.
Sylvan Step: Use Tree Stride, as the spell.
Wild Runner: As the spell (Spell Compendium)
Warden, Base Class
The Warden is a warrior who knows that he can trust his instincts. He uses the power that he gains through his connection with nature to accomplish his goals and is no push-over when it comes to strength of arms.
{table=head]Level|BAB|Fort|Ref|Will|Special |
Invocations|
Fast Movement
1st|+1|+2|+2|+0|Nature's Fury, Faithful Companion, Keen Senses|
-|
+0
2nd|+2|+3|+3|+0|Fast Movement, Woodland Stride, Intuitive Athletics|
-|
+10
3rd|+3|+3|+3|+1|Nature's Fury (+2 Dex), Keen Tracker|
-|
+10
4th|+4|+4|+4|+1|Nature Bond, Fey Skin DR1/Cold Iron|
1|
+10
5th|+5|+4|+4|+1|Nature's Fury (+1AC)|
2|
+10
6th|+6/+1|+5|+5|+2|Controlled Fury +1, Trackless Step|
2|
+20
7th|+7/+2|+5|+5|+2|Lesser Invocations, Woodland Stride|
3|
+20
8th|+8/+3|+6|+6|+2|Fey Skin DR2/Cold Iron, Whirling Charge|
3|
+20
9th|+9/+4|+6|+6|+3|Controlled Fury +2, Nature's Fury(+1AC)|
4|
+20
10th|+10/+5|+7|+7|+3|Blindsense, Venom Immunity|
4|
+30
11th|+11/+6/+1|+7|+7|+3|Woodland Stride(Magic)|
5|
+30
12th|+12/+7/+2|+8|+8|+4|Fey Skin DR3/Cold Iron, Nature's Fury +4|
5|
+30ft
13th|+13/+8/+3|+8|+8|+4|Greater Invocations, Evasion|
6|
+30ft
14th|+14/+9/+4|+9|+9|+4|Mettle, Nature's Fury(+1AC)|
6|
+40ft
15th|+15/+10/+5|+9|+9|+5|Woodland Stride(Terrain)|
7|
+40ft
16th|+16/+11/+6/+1|+10|+10|+5|Fey Skin DR4/Cold Iron|
7|
+40ft
17th|+17/+12/+7/+2|+10|+10|+5|Timeless Body, Grand Invocations|
8|
+40ft
18th|+18/+13/+8/+3|+11|+11|+6|Nature's Fury(+1AC)|
8|
+50ft
19th|+19/+14/+9/+4|+11|+11|+6|Great Fury|
9|
+50ft
20th|+20/+15/+10/+5|+12|+12|+6|Fey Skin DR5/Cold Iron, Nature's Champion|
9|
+50ft
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
The Warden’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(Local), Knowledge(Nature)(Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Nature's Fury(Su): The Warden's most prominent ability is losing himself in his instincts. A Warden can enter a state of heightened senses, speed and endurance at the cost of his stamina. A Warden may activate Nature's Fury as a swift action, granting the Warden a +2 Bonus to Dexterity, a +1 bonus to AC and a -2 penalty to Will Saves. The Warden can use this ability for a number of rounds equal to (Class level+Wis Mod) and must make concentration checks with a DC of (10+1 per previous round spent over the limit of the Fury) to stay in the Fury.The warden can drop out of the Fury as a free action and when the Fury ends the Warden is fatigued until able to rest for one minute. The Fury can be used as many times per day as the Warden needs, but cannot be used while fatigued or exhausted. The Warden cannot use any skills requiring concentration and cannot use spells or spell-like abilities while in a fury.
For the purposes of prerequisites feats that enhance a barbarians rage, the Nature's Fury ability is to be regarded as rage. When a prerequisite requires a number of uses of rage per day, the Warden counts as having one use at first level and one additional use per four class levels (2 at four, 3 at eight, etc).
At third level, Nature's Fury increases Dexterity by a further +2 and at level 12 the bonus to dexterity increases to +6 and to +8 at level 20. At levels 8, 14 and 18, the AC bonus from Nature's Fury increases by +1.
Faithful Companion: The Warden can obtain a faithful companion, which functions as a Sorcerer's Familiar. Instead of being able to deliver touch spells starting at 3rd level, while the companion is within 60ft the Warden gains the Endurance feat
Keen Senses: A Warden's proximity with his wild side develops senses past the point of a normal member of his race. The Warden gains a bonus on Listen, Search, Spot, and Survival equal to 1+1/4 Class Level.
Fast Movement(Ex): Starting at second level, the Warden gains enhanced speed. This starts as a +10ft bonus, but increases by an additional +10ft every fourth level afterwards (6, 10, 14, 18) ending at a total of a +50ft bonus. This movement bonus stacks with other bonuses to speed. The bonus to speed cannot be used while in armor heavier than light or while carrying a medium or heavy load.
Intuitive Athletics(Ex): The Warden is adept at allowing his instincts to take over when performing physical tasks. When using the skills Balance, Climb, Escape Artist, Jump, Ride, Swim or Tumble, the Warden may add the ability score normally used with the skill twice. (For example, the warden applies 2x his strength modifier on a climb or jump check, and 2x his dexterity modifier on balance or escape artist checks)
Woodland Stride: Starting at 2nd level, a Warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
At eleventh level, the Warden may ignore even magical plants and snares that would impair his movement or deal damage. He ignores the effects of any magically manipulated natural growth like a magically created briar field or the effects of the entangle spell. The warden also gains a +4 bonus to will saves against the spell-like abilities of fey.
At fifteenth level, the Warden may ignore any difficult terrain.
Whirling Fury(Ex): A Warden becomes more in tune with his instincts over time. At third level, the Nature's Fury ability allows the Warden to make an extra attack with a full attack action at her highest base attack bonus. All attacks made in the round suffer a -2 penalty and the ability does not stack with additional attacks from Haste or similar effects.
At eleventh level, the warden gains an additional extra attack when using the full attack action. This attack is at a -5, like the second attack from a high base attack bonus.
At fifteenth level, the warden gains a third extra attack when using the full attack action. This attack is at a -10, like the third attack from a high base attack bonus.
Keen Tracker: The Warden gains Track as a bonus Feat. If he already had track from another source, he may choose a single feat that he meets the prerequisites for instead.
Nature Bond: A Warden has an innate bond with the world that makes him a force to be reckoned with. At fourth level, a Warden has a Divine Caster level equal to his class level and can use Invocations that work similarly to spell-like abilities. He knows one invocation at fourth level and gains more as he rises in levels, as shown by the table, and can use all of his invocations as at-will spell like abilities. Armor does not interfere with the invocations like it does arcane spells due to a lack of complex somatic components.
Fey Skin: A Warden gains DR1/Cold Iron at 4th level. This DR increases by 1 every four levels afterwards (8, 12, 16, 20) ending at DR5/Cold Iron at twentieth level.
Controlled Fury: The penalty to attacks from using whirling fury is reduced by one at sixth level and becomes nonexistent at level 9. This penalty reduction does not effect the -5 or -10 for additional extra attacks, just the original -2 penalty to all attacks made in the round.
Lesser Invocations(Su): The Warden gains access to Lesser Invocations, allowing him to learn from that list of abilities.
Tornado Charge: A Warden that reaches 8th level gains the Pounce ability while using Nature's Fury, allowing the warden to make a full attack at the end of a charge.
Blindsense(Su): The Warden can sense creatures without using his eyes. The range for this ability is 15ft + (5ft*Class level)
Trackless Step: Starting at 6th level, a Warden leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Venom Immunity: The Warden gains immunity to all poisons.
Greater Invocations: The Warden gains access to Greater Invocations, allowing him to learn from that list of abilities.
Mettle (Ex):At 14th level and higher, a Warden can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Warden does not gain the benefit of mettle
Evasion (Ex):At 13th level, a Warden can avoid even magical and
unusual attacks with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half damage on a
successful save (such as a red dragon’s fiery breath or a fireball), he
instead takes no damage. Evasion can be used only if the Warden is
wearing light, medium or no armor. A helpless Warden (such as one who
is unconscious or paralyzed) does not gain the benefit of evasion.
Timeless Body(Ex):After attaining 17th level, a Warden no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the Warden still dies of old age when her time is up.
Grand Invocations: The Warden gains access to Grand Invocations, allowing him to learn from that list of abilities.
Great Fury: The Warden is no longer fatigued after using Nature's Fury.
Nature's Champion: The Warden becomes one with nature and his type changes to Fey. Additionally, the Warden will no longer die of old age.
*Invocations are currently being worked on*
Invocations
All invocations require a standard action to use unless otherwise noted.
Least
Entangling Mists: Summons wispy tendrils that entangle those in it's area.
Least; 2nd
You can summon entangling tendrils of mist that latch on to creatures and objects in the area. This invocation works as the Entangle spell except it does not require plants to use and cannot work differently for using different plants as a result.
Earthen Grasp: Use Earthen Grasp as the spell(Complete Arcane).
Least; 2nd
Summons an earthen hand to grapple the opponent. Used as the spell, Earthen Grasp.
Blast of Sea: Use a gout of water to bull rush an enemy.
Elemental Shroud: Resist elements and augment weapon strikes.
Guiding Winds: Ranged weapons have range increments increased by 50%
Least; 1st
Duration: Ten Minutes per Caster Level
Guiding Winds increases range increments of ranged weapons by 50% and stacks with the effects of similar abilities that increase range like the Far Shot feat.
Fang and Claw: Turn into a wolf, as the spell Aspect of the Wolf(Spell Compendium)
Lesser
Witchwood Step: The subject is under the effects of Blur, as the spell.
Sky Step: Walk on Air, as the spell but only one round.
Quake: Shake the earth and knock targets prone.
Wild Roar: Shout deals damage and deafens.
Briar Field: Create an area field with Briars, dealing damage and slowing targets.
Night's Blessing: Gain darkvision and see in supernatural darkness.
Penetrating Gaze: Gain darkvision and see invisible creatures.
Camouflage: Gain a +10 bonus on Hide checks in natural terrain.
Stony Grasp: Use Stony Grasp, as the spell (Complete Arcane).
Greater
Badger's Claw: Gain claws and burrow speed.
Free Stride: Use Freedom of Movement, as the spell.
Wall of Thorns: As the spell.
Disappear: Use Invisibility, as the spell.
Sea Step: Walk on water, as the spell Water Walk.
Grand
Talon and Feather: Transform into a Giant Eagle.
Sun's Light: Use Daylight, as the spell.
Sylvan Step: Use Tree Stride, as the spell.
Wild Runner: As the spell (Spell Compendium)