Sayt
2015-04-03, 01:16 AM
Hello all! This is my first foray into archetype, it first went up on the DSP submission board, but this has since gone down with the forum changeover, so I'm posting it here for feedback and advice:
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Clanhold Warden (Warder; Dwarf)
The Clanhold Warden is an archetype of the Warder class, available to dwarf wardens.
Disciplines: A Clanhold Warden loses access to the Broken Blade discipline. Acrobatics is no longer a class skill.
Maneuvers: Clanhold Wardens are leaders and tacticians who base their planning on common sense and gut instinct, rather than complicated stratagems. Because of this, a Clanhold Warden’s initiation modifier is Wisdom, not Intelligence. As such their maneuver recovery is also keyed of Wisdom and not Intelligence.
Maneuvers Readied: A Clanhold Warden recovers maneuvers by activating his Defensive Training class feature, rather than Defensive Focus. The Clanhold Warden may recover a single maneuver as a standard action as normal.
Defensive Training: Dwarves realize that they are not as fast as other races, and know they cannot personally intercede to secure the safety of their allies. They make up for this by being patient and attentive (if gruff) teachers. At 1st level, when recovering maneuver as a full round action, the Warden may spend a free action in response to an ally who receives the bonuses of his aegis being attacked (This free action may be used when it is not the Clanhold Warden’s turn). The attacked ally may immediately perform a readied or expended counter known by the Clanhold Warden (but not one which the Clanhold Warden has not readied or expended). To benefit from this, the ally must have spent 10 minutes drilling with the Clanhold Warden sometime within the last 24 hours (This time may overlap with time that the Clanhold Warden or other initiators ready their maneuvers). The Clanhold Warden may use this ability a number of times equal to half his initiation modifier.
At 10th level, the Clanhold Warden may grant any counter he knows to an ally, whether or not it has been readied, and may grant a number of counters equal to his initiation modifier. This ability replaces the Warder’s Defensive Focus and Improved Defensive Focus class features.
Armiger’s Mark: This ability is unchanged, except that Wisdom is used instead of Intelligence to determine the duration, number of maintainable marks, marks per day, and the save DC of the Grand Challenge.
Dwarven Weapon Training: At 3rd level, the Clanhold Warden chooses one of the following weapons. Each of the weapons has an associated martial discipline. If the Clanhold Warden does not have access to that discipline, they gain access to that discipline, and that discipline’s associated skill becomes a class skill for the Clanhold Warden. If the Clanhold Warden already has access to that school, they instead increase the +2 competence bonus to DCs when using favored weapons for that school to a +4 competence bonus. Furthermore, the Clanhold Warden considers the chosen weapon to be an associated weapon with the school it would grant.
Urgrosh: With the spear-point outstretched and the axe-head braced against the foot, few expect surging strikes from the axe-blade. The Urgrosh’s associated school is Mithral Current. So long as the Clanhold Warden is not flatfooted, he may ready an attack against a charge as a free action, even if it is not his turn, and enemies entering squares he threaten provoke attacks of opportunity. Furthermore, while the Urgrosh is braced, the axe-head of the Urgrosh is considered sheathed.
Dorn-Dergar: The Dorn-Dergar is a fickle weapon, demanding attention both from the wielder and those he fights, but rewarding the attention given. The Dorn-Dergar’s associated school is Broken Blade, and the Clanhold Warden may utilise the Dorn-Dergar in martial strikes which call for unarmed attacks. The Clanhold Warden also gains the Combat Reflexes feat as a bonus feat, using his Wisdom modifier in place of his Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
Waraxe: The school of the Scarlet throne is a brutal school, requiring both power and finesse. The Clanhold Warden thinks much the same of the Dwarven Waraxe. The Dwarven Waraxe’s associated school is Scarlet Throne. Furthermore, while the Clanhold Warden wields a Dwarven Waraxe in his main hand, he treats it as if he were wielding it with two hands.
Warhammer: Combined with a stout shield, a Warhammer is one of the most common weapons seen in dwarven hands. The Warhammer's associated school is Iron Tortoise, and the Clanhold Warden's shield bashes are never considered off-hand weapons
Longhammer, Longaxe: These weapons are favourites of mountain and hill dwarves suffering the depredations of giants. The Longahammer and Longaxe’s associated school is Piercing Thunder, and the Clanhold Warden may ignore 5ft. of mundane difficult terrain for every three initiator levels he posseses when he charges.
(Note: The Dwarven Dorn-Dergar, Urgrosh, Longhammer and Longaxe do not have listed fighter weapon groups. It is advised that GMs consider the Dorn-dergar be considered a hammer and flail, the Urgrosh an axe, spear and double weapon, and the longhammer and longaxe polarms and hammers and axes, respeCtively)
This ability replaces the bonus feat gained at 3rd level, but not later bonus feats.
Tactical Insight: The Clanhold Warden substitutes book-learning for common sense and received knowledge for quick-thinking, gaining his Wisdom bonus to his reflex saves and initiative in place of their Dexterity modifier (Using the higher of the two bonuses). This ability modifies Tactical Acumen.
Favored Enemy
At 6th level, a Clanhold Warden selects a creature type from the Ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Clanhold Warden may make Knowledge skill checks untrained when attempting to identify these creatures.
At 12th level and again at 18th level, the Clanhold Warden may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the Clanhold Warden chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Clanhold Warden's bonuses do not stack; he simply uses whichever bonus is higher. This ability replaces Clad in Steel and Steel Defense.
Homes Under Siege: Dwarven clans are constantly under threat, either from Giants, Orcs, Dragons, Drow, or myriad other threats. After a lifetime of battling these enemies, the Clanhold Warden has learned how to defend against them, and abstract these techniques to defend against other threats. At 6th level, If the Clanhold Warden has any of the following selected as favored enemies, he gains the associated benefit:
Humanoid (Orc): When an enemy attacks Clanhold Warden, that enemy cannot gain any bonuses related to wielding a weapon in two hands, such as bonus damage from strength, or favourable power attack multipliers.
Humanoid (Elf): The Clanhold Warden's darkvision is not impeded by Supernatural Darkness.
Humanoid (Giant): When the Clanhold Warden is targeted by a combat maneuver check, he gains an insight bonus to Combat Maneuver Defense equal to the attacker's size bonus to Combat Maneuver checks.
Dragon: The Clanhold Warden gains evasion while wielding a shield. If he already has evasion, he instead gains improved evasion.
Humanoid (Goblin): The Clanhold Warden's enemies gain no benefit from flanking him.
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Clanhold Warden (Warder; Dwarf)
The Clanhold Warden is an archetype of the Warder class, available to dwarf wardens.
Disciplines: A Clanhold Warden loses access to the Broken Blade discipline. Acrobatics is no longer a class skill.
Maneuvers: Clanhold Wardens are leaders and tacticians who base their planning on common sense and gut instinct, rather than complicated stratagems. Because of this, a Clanhold Warden’s initiation modifier is Wisdom, not Intelligence. As such their maneuver recovery is also keyed of Wisdom and not Intelligence.
Maneuvers Readied: A Clanhold Warden recovers maneuvers by activating his Defensive Training class feature, rather than Defensive Focus. The Clanhold Warden may recover a single maneuver as a standard action as normal.
Defensive Training: Dwarves realize that they are not as fast as other races, and know they cannot personally intercede to secure the safety of their allies. They make up for this by being patient and attentive (if gruff) teachers. At 1st level, when recovering maneuver as a full round action, the Warden may spend a free action in response to an ally who receives the bonuses of his aegis being attacked (This free action may be used when it is not the Clanhold Warden’s turn). The attacked ally may immediately perform a readied or expended counter known by the Clanhold Warden (but not one which the Clanhold Warden has not readied or expended). To benefit from this, the ally must have spent 10 minutes drilling with the Clanhold Warden sometime within the last 24 hours (This time may overlap with time that the Clanhold Warden or other initiators ready their maneuvers). The Clanhold Warden may use this ability a number of times equal to half his initiation modifier.
At 10th level, the Clanhold Warden may grant any counter he knows to an ally, whether or not it has been readied, and may grant a number of counters equal to his initiation modifier. This ability replaces the Warder’s Defensive Focus and Improved Defensive Focus class features.
Armiger’s Mark: This ability is unchanged, except that Wisdom is used instead of Intelligence to determine the duration, number of maintainable marks, marks per day, and the save DC of the Grand Challenge.
Dwarven Weapon Training: At 3rd level, the Clanhold Warden chooses one of the following weapons. Each of the weapons has an associated martial discipline. If the Clanhold Warden does not have access to that discipline, they gain access to that discipline, and that discipline’s associated skill becomes a class skill for the Clanhold Warden. If the Clanhold Warden already has access to that school, they instead increase the +2 competence bonus to DCs when using favored weapons for that school to a +4 competence bonus. Furthermore, the Clanhold Warden considers the chosen weapon to be an associated weapon with the school it would grant.
Urgrosh: With the spear-point outstretched and the axe-head braced against the foot, few expect surging strikes from the axe-blade. The Urgrosh’s associated school is Mithral Current. So long as the Clanhold Warden is not flatfooted, he may ready an attack against a charge as a free action, even if it is not his turn, and enemies entering squares he threaten provoke attacks of opportunity. Furthermore, while the Urgrosh is braced, the axe-head of the Urgrosh is considered sheathed.
Dorn-Dergar: The Dorn-Dergar is a fickle weapon, demanding attention both from the wielder and those he fights, but rewarding the attention given. The Dorn-Dergar’s associated school is Broken Blade, and the Clanhold Warden may utilise the Dorn-Dergar in martial strikes which call for unarmed attacks. The Clanhold Warden also gains the Combat Reflexes feat as a bonus feat, using his Wisdom modifier in place of his Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
Waraxe: The school of the Scarlet throne is a brutal school, requiring both power and finesse. The Clanhold Warden thinks much the same of the Dwarven Waraxe. The Dwarven Waraxe’s associated school is Scarlet Throne. Furthermore, while the Clanhold Warden wields a Dwarven Waraxe in his main hand, he treats it as if he were wielding it with two hands.
Warhammer: Combined with a stout shield, a Warhammer is one of the most common weapons seen in dwarven hands. The Warhammer's associated school is Iron Tortoise, and the Clanhold Warden's shield bashes are never considered off-hand weapons
Longhammer, Longaxe: These weapons are favourites of mountain and hill dwarves suffering the depredations of giants. The Longahammer and Longaxe’s associated school is Piercing Thunder, and the Clanhold Warden may ignore 5ft. of mundane difficult terrain for every three initiator levels he posseses when he charges.
(Note: The Dwarven Dorn-Dergar, Urgrosh, Longhammer and Longaxe do not have listed fighter weapon groups. It is advised that GMs consider the Dorn-dergar be considered a hammer and flail, the Urgrosh an axe, spear and double weapon, and the longhammer and longaxe polarms and hammers and axes, respeCtively)
This ability replaces the bonus feat gained at 3rd level, but not later bonus feats.
Tactical Insight: The Clanhold Warden substitutes book-learning for common sense and received knowledge for quick-thinking, gaining his Wisdom bonus to his reflex saves and initiative in place of their Dexterity modifier (Using the higher of the two bonuses). This ability modifies Tactical Acumen.
Favored Enemy
At 6th level, a Clanhold Warden selects a creature type from the Ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Clanhold Warden may make Knowledge skill checks untrained when attempting to identify these creatures.
At 12th level and again at 18th level, the Clanhold Warden may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the Clanhold Warden chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Clanhold Warden's bonuses do not stack; he simply uses whichever bonus is higher. This ability replaces Clad in Steel and Steel Defense.
Homes Under Siege: Dwarven clans are constantly under threat, either from Giants, Orcs, Dragons, Drow, or myriad other threats. After a lifetime of battling these enemies, the Clanhold Warden has learned how to defend against them, and abstract these techniques to defend against other threats. At 6th level, If the Clanhold Warden has any of the following selected as favored enemies, he gains the associated benefit:
Humanoid (Orc): When an enemy attacks Clanhold Warden, that enemy cannot gain any bonuses related to wielding a weapon in two hands, such as bonus damage from strength, or favourable power attack multipliers.
Humanoid (Elf): The Clanhold Warden's darkvision is not impeded by Supernatural Darkness.
Humanoid (Giant): When the Clanhold Warden is targeted by a combat maneuver check, he gains an insight bonus to Combat Maneuver Defense equal to the attacker's size bonus to Combat Maneuver checks.
Dragon: The Clanhold Warden gains evasion while wielding a shield. If he already has evasion, he instead gains improved evasion.
Humanoid (Goblin): The Clanhold Warden's enemies gain no benefit from flanking him.