View Full Version : Lore Warden [D&D 3.5, Base Class, Still Under Construction]

2013-10-19, 09:31 AM

Alignment: Any
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special |
Secrets Known|
Secrets Readied

1st|+1|+1|+1|+2|Challenge 1/day, Defensive Knowledge, Lore, Scholar|

2nd|+2|+1|+1|+3|Secrets of the Sword, Uncanny Dodge|

3rd|+3|+2|+2|+3|Maneuver Knowledge|

4th|+4|+2|+2|+4|Nose in the Books +1|

5th|+5|+3|+3|+4|Challenge 2/day|

6th|+6/+1|+3|+3|+5|Improved Uncanny Dodge|

7th|+7/+2|+3|+3|+5|Quick Study|

8th|+8/+3|+4|+4|+6|Nose in the Books +2|

9th|+9/+4|+4|+4|+6|Challenge 3/day|

10th|+10/+5|+5|+5|+7|Channeled Strike|

11th|+11/+6/+1|+5|+5|+7|Greater Defensive Knowledge|

12th|+12/+7/+2|+6|+6|+8|Nose in the Books +3|

13th|+13/+8/+3|+6|+6|+8|Challenge 4/day|

14th|+14/+9/+4|+6|+6|+9|Critical Knowledge|

15th|+15/+10/+5|+7|+7|+9|Impetuous Endurance|

16th|+16/+11/+6/+1|+7|+7|+10|Nose in the Books +4|

17th|+17/+12/+7/+2|+8|+8|+10|Challenge 5/day|

18th|+18/+13/+8/+3|+8|+8|+11|Share Knowledge|

19th|+19/+14/+9/+4|+8|+8|+11|Daunting Challenge|

20th|+20/+15/+10/+5|+9|+9|+12|Greater Channeled Strike, Nose in the Books +5|

Class Skills (4 + Int modifier per level): Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (any; taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiency
A Lore Warden is proficient with all simple and martial weapons, with light armor, and with shields (but not Tower Shields).

Challenge (Ex): Once per day, a Lore Warden can challenge a foe to combat. As a free action, the Lore Warden chooses one target within sight to challenge. The Lore Warden’s attacks deal 1d6 extra damage against the target of his challenge, plus an additional 1d6 damage per odd class level after 1st (3rd, 5th, 7th, etc). The Lore Warden can use this ability once per day at 1st level, plus one additional time per day for every four levels beyond 1st, to a maximum of five times per day at 17th level.

Challenging a foe requires much of the Lore Warden’s concentration. Against all other foes aside from the target of his challenge, the Lore Warden takes a -2 penalty to attack rolls and to his AC.

The challenge remains in effect until either the target or the Lore Warden is dead or unconscious, or until the combat ends. When a Lore Warden gains additional uses of this ability per day, he may Challenge multiple creatures in the same encounter if he chooses, dealing the appropriate extra damage and only taking a penalty against any creatures he has not challenged.

Designer's Note:
I know this class feature must seem a little odd and out-of-place for this class, but once I've added the Secrets of the Sword you'll begin to see why this is in here. The Lore Warden is essentially going to become a defender-type class, in addition to a skill monkey, and Challenge is the key to getting him there and making sure he is a viable threat to those that he draws the attention of.

Defensive Knowledge (Ex): A Lore Warden adds the higher of his Intelligence or Wisdom modifiers plus an additional +1 per four class levels as an insight bonus to his AC against any creatures that he has successfully identified with an appropriate Knowledge check made this encounter.

Lore (Ex): A Lore Warden may make a special check with a bonus equal to his class level + the higher of his Intelligence or Wisdom modifiers to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Lore Warden has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful check will not reveal the powers of a magic item but may give a hint as to its general function. A Lore Warden may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

{table=head]DC|Type of Knowledge

10|Common, known by at least a substantial minority of the local population.

20|Uncommon but available, possibly legend, known by only a few people.

25|Obscure, known by few, hard to come by.

30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Scholar (Ex): When making any Intelligence or Wisdom-based skill check, a Lore Warden adds his Intelligence modifier to Wisdom-based skill checks, adds his Wisdom modifier to Intelligence-based skill checks, and can use 1/2 his class level (Rounded up) in place of the number of ranks he has in the skill (even if that number is 0).

A Lore Warden cannot take 10 or take 20 on checks when using this feature (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, the Lore Warden must have at least 1 actual rank to attempt the check.

Secrets of the Sword (Ex/Sp/Su): Beginning at 2nd level, a Lore Warden begins to apply his extensive studies to improve his fighting ability and to apply his fighting ability to defend sources of knowledge, sites that house them, and those that seek to use them to better the world. He calls his new powers Secrets and he learns one at 2nd level, 3rd level, and every even class level thereafter. He may use a Secret he knows as many times per day as he likes, but he must first ready it. Secrets are divided into four tiers, and the higher the Secret's tier, the higher the Lore Warden's level must be before he can learn it.

To ready Secrets he knows, a Lore Warden must first get 8 hours of rest. Then, after studying tomes and scrolls, and practicing, for a period of 1 hour, he chooses a number of Secrets from among those he knows and readies them. The exact number he may ready in this way is listed in the table above. A Lore Warden cannot use a Secret that he hasn't readied in this way.

The saving throw DC of any Secret used by the Lore Warden is equal to 10 + ˝ the Lore Warden's level + the higher of the Lore Warden's Intelligence or Wisdom modifiers.

Initiate Tier
You Shall Not Pass (Ex)
Whenever the Lore Warden does not move more than 5ft on his turn he gains a +2 plus an additional +2 per four levels after 2nd (6th, 10th, 14th, and 18th) bonus against all checks that would force him to move and to all Bull Rush attempts he makes.

Each time he makes a successful attack against the target of his Challenge, the Lore Warden may make a free Bull Rush attempt against that creature. His attempt does not provoke attacks of opportunity. Each successful Bull Rush attempt pushes the target 5ft back, and if the Lore Warden makes multiple melee attacks in this way he may push the target the total distance after he has finished all of his attacks.

Keeper (Ex)
When the Lore Warden uses this Secret he chooses an object, a location, or some information that he has sworn to protect. If he chooses an object or a location he gains a +2 morale bonus to AC, attack rolls, and saving throws equal plus an additional +1 per 8 levels after 2nd while defending that object or location.

When chooses information he cannot be forced to reveal the information he has chosen to protect, the DC of any Gather Information checks to learn the chosen information increases by his class level, and he gains a morale bonus equal to his class level to any Bluff checks made regarding the chosen information.

He gains these bonuses until he picks a new object, location, or secret to protect.

Spell Aid (Sp)
The Lore Warden can use this Secret when he uses the Aid Another action. In addition to the normal bonus to AC or an attack roll, the recipient of his action also gains a +2 bonus to the next concentration check, dispel check, or caster level check it makes (his choice). This bonus increases by +1 at 8th level and at every six levels thereafter.

Sword of the Seal (Su)
When the Lore Warden hits a creature with an attack that creature suffers a -2 penalty to saving throws against spells and spell-like abilities for 1 round plus an additional -1 per six levels after 2nd.

Staff Warden (Ex)
The Lore Warden gains a bonus to all Spellcraft checks made to identify spells equal to ˝ his class level. Whenever he readies an action to strike a creature when it casts a spell, and identifies the spell to be cast with a Spellcraft check, he gains a +4 bonus on the attack and damage roll plus an additional +2 bonus for every six levels after 2nd.

The target of a Lore Warden's Challenge must make Concentration checks when attempting to cast any spell as if taking ongoing damage of ˝ the Lore Warden's class level. If the Lore Warden hits the target with a readied attack while it attempts to cast a spell, that spell automatically fails.

Spell Siphon (Sp)
Whenever the Lore Warden gains a bonus on attack rolls, saving throws, or damage rolls from a spell or spell-like ability cast by another creature, he also gains 1d8 temporary hit points per level of the spell or spell-like ability.

Temporary hit points gained from this ability from different spells stack, but only to a maximum number of temporary hit points equal to 5 × the Lore Warden's class level. These temporary hit points last for 10 minutes.


Savant Tier (Req Lv: 6)
Intercept (Ex)
If you ready an action to attack a foe that attacks one of your allies (your action can include movement as long as it also includes an attack), for that attack you deal damage to the target of your attack as if you had Challenged it.

Anytime the target of your Challenge attacks an ally, you may attack the target of your Challenge as an immediate action. If the target is within your base movement speed you may move up to your speed to make a melee attack, otherwise you either can't use this action or must make a ranged attack.


Guru Tier (Req Lv: 10)

Oracle Tier (Req Lv: 14)

Uncanny Dodge (Ex): At 2nd level, a Lore Warden retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Lore Warden already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Maneuver Knowledge (Ex): Starting at 3rd level, a Lore Warden adds the higher of his Intelligence or Wisdom modifiers to any rolls to make or defend himself from a Special Attack (http://www.d20srd.org/srd/combat/specialAttacks.htm) against any creatures that he has successfully identified with an appropriate Knowledge check made this encounter.

Nose in the Books (Ex): Starting at 4th level, a Lore Warden may activate scrolls and other spell-completion items as if he had an arcane and a divine caster level equal to his class level and with a +1 bonus to his Intelligence and Wisdom scores, effective only for this purpose. This effective bonus to his ability scores increases by +1 every four class levels.

He need not cast a Read Magic spell to decipher the writing on a scroll and, indeed, may use his Decipher Script skill instead of the Spellcraft skill to do so, if he chooses.

When activating a scroll or spell-completion item in this way, the Lore Warden is considered to always have the spell on his spell list (even though he doesn't cast spells or have a spell list).

Improved Uncanny Dodge (Ex): At 6th level and higher, a Lore Warden can no longer be flanked. This defense denies creatures the ability to sneak attack the Lore Warden by flanking him, unless the attacker has at least four more hit dice than the Lore Warden has class levels.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum number of HD a creature must have to flank the character.

Quick Study (Ex): Starting at 7th level, a Lore Warden may use any Knowledge skill to attempt to identify a creature as a swift action.

Channeled Strike (Su): At 10th level, a Lore Warden masters the ability to channel the magics of dusty scrolls through a powerful weapon attack. Making any Use Magic Device checks as necessary, he also makes a single weapon attack at the same time, channeling the magic of a scroll or other spell-completion item into the target of his attack.

As a standard action, the Lore Warden activates the item and make an attack at his highest attack bonus. If his attack misses, the use of the item is wasted. If his attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if he had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of the attack is permitted any saving throws the item would ordinarily allow.

Items that generate multiple touch or ray attacks charge the Lore Warden's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While his weapon remains charged in this way, if he chooses to use this ability to channel another item, any charges currently held in his weapon are lost.

Greater Defensive Knowledge (Ex): Starting at 11th level, a Lore Warden always adds the insight bonus from his Defensive Knowledge class feature to his AC, and instead, when he has successfully identified a creature with an appropriate Knowledge check he adds the higher of his Intelligence or Wisdom modifiers as an insight bonus to all saving throws he makes against that creature's attacks, spells, and other abilities.

Critical Knowledge (Ex): At 14th level and higher, a Lore Warden adds the higher of his Intelligence or Wisdom modifiers as an insight bonus to any rolls made to confirm critical hits. If he threatens a critical hit against a creature he has successfully identified with an appropriate Knowledge check, it is automatically confirmed.

Impetuous Endurance (Ex): Starting at 15th level, a Lore Warden does not automatically fail saving throws when he rolls a 1.

Share Knowledge (Ex): At 18th level and higher, allies within 30ft of the Lore Warden gain the Lore Warden's bonuses from his Greater Defensive Knowledge, Maneuver Knowledge, and Critical Knowledge class features against any creatures he has successfully identified with an appropriate Knowledge check.

Daunting Challenge (Ex): Starting at 19th level, when a Lore Warden targets a creature with his Challenge class feature that creature must make a Will save (DC 10 + ˝ the Lore Warden's level + the higher of the Lore Warden's Intelligence or Wisdom modifiers). On a failed save, the targeted creature is Stunned for 1 round and Shaken for the duration of the challenge. On a successful save, the creature is Staggered for 1 round.

Greater Channeled Strike (Su): A 20th level Lore Warden may use his Channeled Strike ability as a full-round action to activate a scroll or other spell-completion item and make a full attack action. If he does, the magic of the item is channeled into each attack.

2013-10-22, 11:42 PM
Just gave it a quick look over but I realy like the concept since it reminds me of a character from the Elfstones of Shanarra (I think I spelled that right).

His cap ability seems like it could be very badly abused though ...

edit: I don't see why he can't start off with a secret and then gain one every other level (or every level:smalltongue: though that may be a little too strong in the end game)