Imrix.
2007-05-24, 12:32 PM
Primewarden
http://dreamers.com/galeria/imagenes/a543.jpg
“A mortal world deserves to have a mortal fate, decided by mortal hands. The Prime can survive without meddling otherworlders, and I believe it should.” – Alrion Danask, veteran Primewarden.
"Some have brought to my attention the benevolent nature of such creatures as Angel, or Archons, and asked me how I, a champion of that which is Good and Free in the world, can justify my killing of them. I say their nature is irrelevant; they are not of this world, and their interferance in the Prime is both an abomination and a chain on the freedom of mortals to make their own decisions" - Attributed to Karl Galin, Primewarden and champion of freedom.
"Magic? Magic is an abomination, every fragment of it testing the walls of reality. It's a wonder magic hasn't brought about the end of the universe in some fiery apocalypse or another. Sometimes I fancy I can hear the dimensions moan at the depredations of one spellcasting bastard or another" - Dala T'anath, noted Primewarden.
-
Been hunting this one for a few days now. Spellcasting whoreson caused quite a stir across the breadth of Tethyr, then seemingly vanished into thin air. Not from my eyes.
Distantly aware I’m cold. Doesn’t matter. The Prime protects me as I protect it, and the blizzard around me is like a chilly breeze. Spot a figure in the distance, matches the profile of my quarry. Walking too straight not to be a spellcaster– normal people curl up in the cold to conserve heat, he’s walking like it’s a sunny day.
Loosen my broadsword in its sheathe, don’t want the cold making it stick. Quicken my pace, but keep it quiet. Quarry turns– too late. Break into a sprint, draw the blade. Good steel, well-made. First swing doesn’t have enough force, meets a barrier. Cursed magic.
Quarry tries to force me back. The magic burns, makes me feel sick. Force it down and focus. The Prime helps me, rejects the storm of magic like it lets me reject the blizzard. Strike again, a good blow. Shatter the barrier, cleave the quarries arm off. Follow the blades motion, come around in a decapitating strike.
Body falls, feel good about that. Pierce the heart to be sure, find the head. Curse.
Not the quarry, but one less spellcaster in the world can only be a good thing.
-
”Back down fool, my arcane might eclipses beasts stronger than you can know!”
“I doubt it, blowhard.”
The ruined remnant of a towns market square, stalls alight or toppled, buildings torn open, bodies strewn about like broken dolls. At the epicentre, an enraged Warlock, cursing his opponent. Just a simple man, he who stands against the furious spellcaster. Plain clothes, a simple axe, a battered old shield.
But the way he moves, the economy of motion, the brutality of action betrays vast experience.
“By the abyss, back down Warden! What business of yours is this?” screamed the Warlock, hurling another blast of energy, which fizzled and died on the Warden’s skin like the dozen others had. With a half-dozen quick steps, the Warden was next to the Warlock and removing his sword from the casters leg with the wet sound of ruined flesh.
“I am a Primewarden,” a shield-bash knocks the warlock away “I will not stand by-“ a pommel to the Warlocks face sends the robed man reeling “– while you defile the Prime-” the Wardens arm draws back for the kill-strike “– with your efforts!” and in one motion, it’s over. A ruined marketplace, the quieting screams of terrified folk, a headless corpse, guards slipping out from cover to help people, and just a simple man. He spits on the corpse and leaves, no pomp or pageantry.
-
Demons. Devils. Angels. Wizards. Elementals. Undead. Aberrations. The list of unnatural creatures goes on beyond mortal imagination, a cascade of horrors and otherworldly creatures both harmful and beneficial, who frequently strain reality by entering the material world, often wreaking havoc in the process. Primewardens are those who seek to minimise, negate or halt entirely that damage, by acting against the magical, the unnatural and the otherworldly. Paragons of physical power, the avatars of material supremacy, they are a loosely-organised, tireless group of guardians against the myriad incursions into the Prime Material from outside it’s dimensional boundaries.
-
Adventurers: Primewardens frequently travel the world in order to appreciate the intricacies of the Prime Material, and so tune themselves more closely with it. Often, this wandering lifestyle translates well to time spent as adventurers. Coupled with a fervent willingness to defend the Prime Material, Primewardens are often active in the adventuring world.
Characteristics: Primewardens tend to be dour, serious folk with little patience for complications. They are almost always intolerant of magic in any form. Primewardens devote themselves to the Prime Material plane, ‘tuning’ themselves into it to gain immense physical power. They become highly resistant to ‘otherworldly’ energies, and easily self-sufficient.
A Primewarden has great physical power, an innate resistance to otherworldly energies, a dangerous level of determination and an almost unhinged hatred of ‘unnatural’ creatures.
Alignment: While technically unrestricted in alignment, the dedication necessary to follow the path of a Primewarden means most have a Lawful bent to their personalities. As a rule of thumb, the good/evil axis matters very little to them, leading to frequent Neutral tendencies.
Religion: Due to their habit of railing against magical energies, Primewardens are frequently set against religions thanks to the inherently magical nature of deities, but on occasion have been known to offer prayers to particularly physical gods, such as Kord, Gruumsh or Hextor.
Background: Primewardens are a surprisingly varied lot. Their origin may be as tragic as being greatly wronged by magical forces in the past, to the exotic drama of escaping a scene of vast magical destruction, in turn becoming convinced that such energies must be held at bay. Alternatively, it may be as simple as being apprenticed to another of the breed.
Races: The path of a Primewarden is rather restrictive, and obviously unavailable to any not native and natural to the Prime Material. It’s teachings are simply anathema to such creatures as Planetouched or Aberrations. Furthermore, magically-inclined races find the path of a Primewarden restrictive at best, and they are not common among the like of elves. Occasionally, however, exceptions occur and members of a magically-inclined race may become desperate to purge the energies from them, taking up the mantle of a Primewarden in response to this desire.
Other Classes: Primewardens are utterly intolerant of fully-fledged spellcasters, and distrust those who make use of distinctly magical equipment, such as wands or rods. The kind of Primewarden willing to associate with adventuring groups, however, is often willing to make exceptions for combat classes who wield magical weapons, armour and the like. Many believe that such magics are bound or enslaved to the mundane nature of the weapon, which serves to mitigate their unnatural nature. Others are simply willing to fight fire with fire, and turn magic on itself.
Role: Apart from being a good frontline combatant, Primewardens make excellent wizard-hunters, since their abilities make them very resistant to a spellcasters abilities, allowing them to brave the storm of magic necessary to introduce such people to good ol’ cold steel. Primewardens are robust, reliable characters who are difficult to disable in a fight and capable of disabling many ability or spell-dependant opponents.
-
Primewarden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Favoured Enemy: Spellcasters 1st, SR 2.
2nd|
+2|
+3|
+3|
+3|SR 4.
3rd|
+3|
+3|
+3|
+3|Power of the Prime +1, SR 6.
4th|
+4|
+4|
+4|
+4|SR 8.
5th|
+5|
+4|
+4|
+4|Favoured Enemy: Spellcasters 2nd, Power of the Prime: Endure Elements, SR 10.
6th|
+6/+1|
+5|
+5|
+5|Power of the Prime +2, SR 12.
7th|
+7/+2|
+5|
+5|
+5|Warden of the Prime, SR 14.
8th|
+8/+3|
+6|
+6|
+6|SR 16.
9th|
+9/+4|
+6|
+6|
+6|Power of the Prime +3, SR 18.
10th|
+10/+5|
+7|
+7|
+7|Favoured Enemy: Spellcasters 3rd, SR 20.
11th|
+11/+6/+1|
+7|
+7|
+7|SR 22.
12th|
+12/+7/+2|
+8|
+8|
+8|Power of the Prime +4, SR 24.
13th|
+13/+8/+3|
+8|
+8|
+8|SR 26.
14th|
+14/+9/+4|
+9|
+9|
+9|SR 28.
15th|
+15/+10/+5|
+9|
+9|
+9|Favoured Enemy: Spellcasters 4th, Power of the Prime +5, SR 30.
16th|
+16/+11/+6/+1|
+10|
+10|
+10|SR 32.
17th|
+17/+12/+7/+2|
+10|
+10|
+10|SR 34.
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Power of the Prime +6, SR 36.
19th|
+19/+14/+9/+4|
+11|
+11|
+11|SR 38.
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Favoured Enemy: Spellcasters 5th, Avatar of the Prime, SR 40.[/table]
Requirements
Alignment: Any.
Race: Any “native and natural” to the Prime Material (not Planetouched, Undead, Outsiders, Aberrations, etc).
Unavailable to characters with the ability to cast arcane or divine spells, manifest psionic powers, or characters with spell-like, psi-like, Su or Sp abilities.
Specifications:
HD: 2d10 and discard the lowest roll.
Skill Points: 4+ Int (x4 at 1st level).
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: Dungeoneering (Int), Knowledge: The Planes (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Weapon and Armour proficiency: Primewardens are proficient with all simple and martial weapons, all exotic one-handed weapons, all types of armour (heavy, medium and light), and shields (except tower shields). In addition, they have the Improved Unarmed Strike feat for free.
Physically Attuned (Ex): Primewardens spend great effort attuning themselves to the Prime Material, increasing their own physical, natural power in the process. Primewardens gain the opportunity to increase their attributes at double the normal rate for a character class (every two levels instead of every four levels).
Favoured Enemy (Ex): As a byproduct of attuning themselves to the Prime Material, they become adept at hunting and killing their foremost opposites– spellcasters. Primewardens gain Favoured Enemy: Spellcasters every five levels, starting at 1st. The term ‘spellcasters’ includes any creature capable of casting divine or arcane magic (spontaneously or not), but does not extend to spell-like abilities or Psionics.
Reject Magic (Ex): As a Primewarden becomes more in tune with the Prime Material, they become naturally more resistant to unnatural effects, such as magic. Primewardens have Spell Resistance of twice their Primewarden levels. They may not suppress this Spell Resistence if a friendly caster wishes to affect them. Primewardens must attempt a saving throw against all spells, including those that would benefit them, unless said spell would not allow a saving throw (assuming they still have the mental ability to choose to do so).
At 16th level, they project a permanent, passive Anti-Magic Field (as the spell). For the purposes of summoned monster Spell Resistance, their caster level is considered to be their class level. They may suppress the Anti-Magic Field to an extent, but no matter how much they attempt to do so they may not reduce the range any further than their own body– they are always under the fields effects. This effect does not function outside the Prime Material plane.
Power of the Prime (Ex): A Primewarden becomes closely tuned to the Prime Material plane, growing to rely on and draw strength from it. When in the Prime Material plane, a Primewarden gains a +1 inherent bonus to attack rolls, damage rolls, armour class and saves for every 3 levels (+1 at 3rd, +2 at 6th, +3 at 9th etc). In addition, at 5th level a Primewarden becomes capable of withstanding the effects of existing in temperatures anywhere between -50 and 140 degrees Fahrenheit without discomfort, and does not need to make Fortitude saves for existing in such temperatures. None of these effects function outside the Prime Material plane.
Warden of the Prime (Ex): Primewardens naturally become adept at defending the Prime from otherwordly threats, which frequently involves learning how to beseech the Prime for aid against Outsiders– the most obvious representation of an otherwordly threat. At 7th level, a Primewarden attacking an Outsider counts their weapons as Shadowstriking (see Tome of Magic). This effect does not function outside of the Prime Material plane, but does not count as a magical effect.
Avatar of the Prime (Ex): Supremely powerful Primewardens have been known to venture out into the multiverse, believing that to truly defend the Prime Material, one must choke the life from threats to it before they even turn their eyes to the Prime. Such Primewardens, so closely attuned to the Prime Material are they, have been known to take a piece of the plane with them, forcing sanity and reality on an otherwise insane array of dimensions.
At 20th level, a Primewarden radiates a bubble of the Prime Material plane 10 ft in every direction, which “overwrites” whatever other dimension they may be in. Within this bubble, all physical, elemental, energy, magic, alignment and temporal traits are treates as if on the Prime Material plane. As can be expected, any Primewarden class feature that requires the character to be on the Prime Material plane to function, works normally since it is in a bubble of the Prime Material. This ability functions constantly.
Multiclass note: Primewardens may multiclass freely, but if they take a class level that entails gaining the ability to cast spells, use spell-like or psi-like abilities, or gaining an Su or Sp ability, they immediately lose all class features. Namely, the bonus stat boosts Favoured Enemy: Spellcaster, Reject Magic, Power of the Prime, Warden of the Prime and Avatar of the Prime are all instantly lost as the character betrays his former training for arcane power. There is no method for atonement or regaining these class features, short of using a Wish or Miracle spell to remove the levels that caused the loss. Reality Revision and Psychic Reformation can also allow this.
Note that this restriction is incurred only if you take a class LEVEL that gains you such an ability. Taking a level in a class that will at a later date gain you such an ability, but does not do so yet, is acceptable. If a Primewarden is granted such abilities involuntarily (by means of a Polymorph spell, for example) they do not incur any penalty so long as they do not willingly make use of those abilities.
http://dreamers.com/galeria/imagenes/a543.jpg
“A mortal world deserves to have a mortal fate, decided by mortal hands. The Prime can survive without meddling otherworlders, and I believe it should.” – Alrion Danask, veteran Primewarden.
"Some have brought to my attention the benevolent nature of such creatures as Angel, or Archons, and asked me how I, a champion of that which is Good and Free in the world, can justify my killing of them. I say their nature is irrelevant; they are not of this world, and their interferance in the Prime is both an abomination and a chain on the freedom of mortals to make their own decisions" - Attributed to Karl Galin, Primewarden and champion of freedom.
"Magic? Magic is an abomination, every fragment of it testing the walls of reality. It's a wonder magic hasn't brought about the end of the universe in some fiery apocalypse or another. Sometimes I fancy I can hear the dimensions moan at the depredations of one spellcasting bastard or another" - Dala T'anath, noted Primewarden.
-
Been hunting this one for a few days now. Spellcasting whoreson caused quite a stir across the breadth of Tethyr, then seemingly vanished into thin air. Not from my eyes.
Distantly aware I’m cold. Doesn’t matter. The Prime protects me as I protect it, and the blizzard around me is like a chilly breeze. Spot a figure in the distance, matches the profile of my quarry. Walking too straight not to be a spellcaster– normal people curl up in the cold to conserve heat, he’s walking like it’s a sunny day.
Loosen my broadsword in its sheathe, don’t want the cold making it stick. Quicken my pace, but keep it quiet. Quarry turns– too late. Break into a sprint, draw the blade. Good steel, well-made. First swing doesn’t have enough force, meets a barrier. Cursed magic.
Quarry tries to force me back. The magic burns, makes me feel sick. Force it down and focus. The Prime helps me, rejects the storm of magic like it lets me reject the blizzard. Strike again, a good blow. Shatter the barrier, cleave the quarries arm off. Follow the blades motion, come around in a decapitating strike.
Body falls, feel good about that. Pierce the heart to be sure, find the head. Curse.
Not the quarry, but one less spellcaster in the world can only be a good thing.
-
”Back down fool, my arcane might eclipses beasts stronger than you can know!”
“I doubt it, blowhard.”
The ruined remnant of a towns market square, stalls alight or toppled, buildings torn open, bodies strewn about like broken dolls. At the epicentre, an enraged Warlock, cursing his opponent. Just a simple man, he who stands against the furious spellcaster. Plain clothes, a simple axe, a battered old shield.
But the way he moves, the economy of motion, the brutality of action betrays vast experience.
“By the abyss, back down Warden! What business of yours is this?” screamed the Warlock, hurling another blast of energy, which fizzled and died on the Warden’s skin like the dozen others had. With a half-dozen quick steps, the Warden was next to the Warlock and removing his sword from the casters leg with the wet sound of ruined flesh.
“I am a Primewarden,” a shield-bash knocks the warlock away “I will not stand by-“ a pommel to the Warlocks face sends the robed man reeling “– while you defile the Prime-” the Wardens arm draws back for the kill-strike “– with your efforts!” and in one motion, it’s over. A ruined marketplace, the quieting screams of terrified folk, a headless corpse, guards slipping out from cover to help people, and just a simple man. He spits on the corpse and leaves, no pomp or pageantry.
-
Demons. Devils. Angels. Wizards. Elementals. Undead. Aberrations. The list of unnatural creatures goes on beyond mortal imagination, a cascade of horrors and otherworldly creatures both harmful and beneficial, who frequently strain reality by entering the material world, often wreaking havoc in the process. Primewardens are those who seek to minimise, negate or halt entirely that damage, by acting against the magical, the unnatural and the otherworldly. Paragons of physical power, the avatars of material supremacy, they are a loosely-organised, tireless group of guardians against the myriad incursions into the Prime Material from outside it’s dimensional boundaries.
-
Adventurers: Primewardens frequently travel the world in order to appreciate the intricacies of the Prime Material, and so tune themselves more closely with it. Often, this wandering lifestyle translates well to time spent as adventurers. Coupled with a fervent willingness to defend the Prime Material, Primewardens are often active in the adventuring world.
Characteristics: Primewardens tend to be dour, serious folk with little patience for complications. They are almost always intolerant of magic in any form. Primewardens devote themselves to the Prime Material plane, ‘tuning’ themselves into it to gain immense physical power. They become highly resistant to ‘otherworldly’ energies, and easily self-sufficient.
A Primewarden has great physical power, an innate resistance to otherworldly energies, a dangerous level of determination and an almost unhinged hatred of ‘unnatural’ creatures.
Alignment: While technically unrestricted in alignment, the dedication necessary to follow the path of a Primewarden means most have a Lawful bent to their personalities. As a rule of thumb, the good/evil axis matters very little to them, leading to frequent Neutral tendencies.
Religion: Due to their habit of railing against magical energies, Primewardens are frequently set against religions thanks to the inherently magical nature of deities, but on occasion have been known to offer prayers to particularly physical gods, such as Kord, Gruumsh or Hextor.
Background: Primewardens are a surprisingly varied lot. Their origin may be as tragic as being greatly wronged by magical forces in the past, to the exotic drama of escaping a scene of vast magical destruction, in turn becoming convinced that such energies must be held at bay. Alternatively, it may be as simple as being apprenticed to another of the breed.
Races: The path of a Primewarden is rather restrictive, and obviously unavailable to any not native and natural to the Prime Material. It’s teachings are simply anathema to such creatures as Planetouched or Aberrations. Furthermore, magically-inclined races find the path of a Primewarden restrictive at best, and they are not common among the like of elves. Occasionally, however, exceptions occur and members of a magically-inclined race may become desperate to purge the energies from them, taking up the mantle of a Primewarden in response to this desire.
Other Classes: Primewardens are utterly intolerant of fully-fledged spellcasters, and distrust those who make use of distinctly magical equipment, such as wands or rods. The kind of Primewarden willing to associate with adventuring groups, however, is often willing to make exceptions for combat classes who wield magical weapons, armour and the like. Many believe that such magics are bound or enslaved to the mundane nature of the weapon, which serves to mitigate their unnatural nature. Others are simply willing to fight fire with fire, and turn magic on itself.
Role: Apart from being a good frontline combatant, Primewardens make excellent wizard-hunters, since their abilities make them very resistant to a spellcasters abilities, allowing them to brave the storm of magic necessary to introduce such people to good ol’ cold steel. Primewardens are robust, reliable characters who are difficult to disable in a fight and capable of disabling many ability or spell-dependant opponents.
-
Primewarden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Favoured Enemy: Spellcasters 1st, SR 2.
2nd|
+2|
+3|
+3|
+3|SR 4.
3rd|
+3|
+3|
+3|
+3|Power of the Prime +1, SR 6.
4th|
+4|
+4|
+4|
+4|SR 8.
5th|
+5|
+4|
+4|
+4|Favoured Enemy: Spellcasters 2nd, Power of the Prime: Endure Elements, SR 10.
6th|
+6/+1|
+5|
+5|
+5|Power of the Prime +2, SR 12.
7th|
+7/+2|
+5|
+5|
+5|Warden of the Prime, SR 14.
8th|
+8/+3|
+6|
+6|
+6|SR 16.
9th|
+9/+4|
+6|
+6|
+6|Power of the Prime +3, SR 18.
10th|
+10/+5|
+7|
+7|
+7|Favoured Enemy: Spellcasters 3rd, SR 20.
11th|
+11/+6/+1|
+7|
+7|
+7|SR 22.
12th|
+12/+7/+2|
+8|
+8|
+8|Power of the Prime +4, SR 24.
13th|
+13/+8/+3|
+8|
+8|
+8|SR 26.
14th|
+14/+9/+4|
+9|
+9|
+9|SR 28.
15th|
+15/+10/+5|
+9|
+9|
+9|Favoured Enemy: Spellcasters 4th, Power of the Prime +5, SR 30.
16th|
+16/+11/+6/+1|
+10|
+10|
+10|SR 32.
17th|
+17/+12/+7/+2|
+10|
+10|
+10|SR 34.
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Power of the Prime +6, SR 36.
19th|
+19/+14/+9/+4|
+11|
+11|
+11|SR 38.
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Favoured Enemy: Spellcasters 5th, Avatar of the Prime, SR 40.[/table]
Requirements
Alignment: Any.
Race: Any “native and natural” to the Prime Material (not Planetouched, Undead, Outsiders, Aberrations, etc).
Unavailable to characters with the ability to cast arcane or divine spells, manifest psionic powers, or characters with spell-like, psi-like, Su or Sp abilities.
Specifications:
HD: 2d10 and discard the lowest roll.
Skill Points: 4+ Int (x4 at 1st level).
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: Dungeoneering (Int), Knowledge: The Planes (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Weapon and Armour proficiency: Primewardens are proficient with all simple and martial weapons, all exotic one-handed weapons, all types of armour (heavy, medium and light), and shields (except tower shields). In addition, they have the Improved Unarmed Strike feat for free.
Physically Attuned (Ex): Primewardens spend great effort attuning themselves to the Prime Material, increasing their own physical, natural power in the process. Primewardens gain the opportunity to increase their attributes at double the normal rate for a character class (every two levels instead of every four levels).
Favoured Enemy (Ex): As a byproduct of attuning themselves to the Prime Material, they become adept at hunting and killing their foremost opposites– spellcasters. Primewardens gain Favoured Enemy: Spellcasters every five levels, starting at 1st. The term ‘spellcasters’ includes any creature capable of casting divine or arcane magic (spontaneously or not), but does not extend to spell-like abilities or Psionics.
Reject Magic (Ex): As a Primewarden becomes more in tune with the Prime Material, they become naturally more resistant to unnatural effects, such as magic. Primewardens have Spell Resistance of twice their Primewarden levels. They may not suppress this Spell Resistence if a friendly caster wishes to affect them. Primewardens must attempt a saving throw against all spells, including those that would benefit them, unless said spell would not allow a saving throw (assuming they still have the mental ability to choose to do so).
At 16th level, they project a permanent, passive Anti-Magic Field (as the spell). For the purposes of summoned monster Spell Resistance, their caster level is considered to be their class level. They may suppress the Anti-Magic Field to an extent, but no matter how much they attempt to do so they may not reduce the range any further than their own body– they are always under the fields effects. This effect does not function outside the Prime Material plane.
Power of the Prime (Ex): A Primewarden becomes closely tuned to the Prime Material plane, growing to rely on and draw strength from it. When in the Prime Material plane, a Primewarden gains a +1 inherent bonus to attack rolls, damage rolls, armour class and saves for every 3 levels (+1 at 3rd, +2 at 6th, +3 at 9th etc). In addition, at 5th level a Primewarden becomes capable of withstanding the effects of existing in temperatures anywhere between -50 and 140 degrees Fahrenheit without discomfort, and does not need to make Fortitude saves for existing in such temperatures. None of these effects function outside the Prime Material plane.
Warden of the Prime (Ex): Primewardens naturally become adept at defending the Prime from otherwordly threats, which frequently involves learning how to beseech the Prime for aid against Outsiders– the most obvious representation of an otherwordly threat. At 7th level, a Primewarden attacking an Outsider counts their weapons as Shadowstriking (see Tome of Magic). This effect does not function outside of the Prime Material plane, but does not count as a magical effect.
Avatar of the Prime (Ex): Supremely powerful Primewardens have been known to venture out into the multiverse, believing that to truly defend the Prime Material, one must choke the life from threats to it before they even turn their eyes to the Prime. Such Primewardens, so closely attuned to the Prime Material are they, have been known to take a piece of the plane with them, forcing sanity and reality on an otherwise insane array of dimensions.
At 20th level, a Primewarden radiates a bubble of the Prime Material plane 10 ft in every direction, which “overwrites” whatever other dimension they may be in. Within this bubble, all physical, elemental, energy, magic, alignment and temporal traits are treates as if on the Prime Material plane. As can be expected, any Primewarden class feature that requires the character to be on the Prime Material plane to function, works normally since it is in a bubble of the Prime Material. This ability functions constantly.
Multiclass note: Primewardens may multiclass freely, but if they take a class level that entails gaining the ability to cast spells, use spell-like or psi-like abilities, or gaining an Su or Sp ability, they immediately lose all class features. Namely, the bonus stat boosts Favoured Enemy: Spellcaster, Reject Magic, Power of the Prime, Warden of the Prime and Avatar of the Prime are all instantly lost as the character betrays his former training for arcane power. There is no method for atonement or regaining these class features, short of using a Wish or Miracle spell to remove the levels that caused the loss. Reality Revision and Psychic Reformation can also allow this.
Note that this restriction is incurred only if you take a class LEVEL that gains you such an ability. Taking a level in a class that will at a later date gain you such an ability, but does not do so yet, is acceptable. If a Primewarden is granted such abilities involuntarily (by means of a Polymorph spell, for example) they do not incur any penalty so long as they do not willingly make use of those abilities.