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Warden of Erenland

(Source: Destiny and Shadow)

Requirements

Race: Dorn, Erenlander, or Sarcosan.
Base Attack Bonus: +6.
Feats: Endurance, Iron Will, Friendly Agent
Skills: Diplomacy 4 ranks, Knowledge (history) 2 ranks, Survival 4 ranks.
Special: Must be sponsored and knighted by a Warden and take the knightly vows.

Warden of Erenland
© Bar Kwiatkovski

Hit Die: d10.

Class Skills: Climb (Str), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (central Erenland) (Int), Knowledge (history) (Int), Knowledge (Shadow) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: The warden is proficient with all simple and martial weapons, light and mecium armor, and all shields except tower shields.

Warden's Vows: The warden of Erenland must live according to the vows he takes when he is initiated into the order. This code includes, in order of priority, seeking out the heirs of the King of Erenland, keeping secret any information regarding those heirs or the Wardens, helping all Erenlanders in need, and killing the dark god's minions whenever possible. These goals need not be followed beyond reason. If attacking the dark god's minions would jeopardize the warden's quest for the heir, for instance, he need not do it. If the warden fails to follow his vows, he loses all of his class abilities until the error has been rectified or atoned for.

Many of the warden's abilities described below only work when the warden is within central or southern Erenland.

Spirit Speaker(Ex): At 1st level, the warden gains the Spirit Speaker variant Erenlander trait. If he already has this trait, he may add his class level as a bonus to all Knowledge checks and Survival checks having to do with central or southern Erenland.

Mediator (Ex): The Wardens were once heralds and emissaries, judges and enforcers. Now they are forced to act as smugglers, guardians, and messengers, but their skills at communication are no less valuable in those roles. Once per day at 1st level, he can use this ability to automatically shift the initial attitude of any creature or group of creatures (up to a maximum of five creatures per class level of the warden) by one step, such as from indifferent to friendly, or from friendly to helpful. Further adjustments to the creatures' attitudes can be attempted as normal, using Diplomacy or Intimidate checks.

At 4th, 7th, and 10th level, the warden gains one additional use of this ability per day.

Aryth's Blessing (Ex): Once per day at 2nd level, the warden may select a heroic path ability from a path other than the one he posseswses (if any). The ability may be any one that is normally gained at a level equal to the warden's class level, although it cannot be an ability that depends on significant physical qualities (such as the Giantblooded's size alteration or the Beast's vicious assault ability). An ability can be selected at the beginning of each day, or may be chosen in the middle of the day, requiring 10 minutes of uninterrupted concentration. Once this is accomplished, the warden may then either use that ability once during the day as described under the ability (if it is a one-use effect) or gains its benefits until he next rests.

At 5th and 8th level, the warden may select one additional ability per day.

Dreams of the Land (Su): The warden partakes in a special bond with the land. Each night, if he shares blood with the land (by cutting himself for 1 hp and letting his blood flow onto the soil or waterways of central Erenland), he experiences prophetic dreams. At 3rd level, this takes the form of knowledge like that granted by a commune with nature spell, except that the range is 10 miles + 1 per class level of the warden. Further, this range is doubled for the purposes of detecting the locations of other wardens of Erenland or direct descendants of the King of Erenland. At 6th level, the warden may also send messages to allies via these dreams, exactly like a dreams spell. Finally, at 9th level, the warden receives the benefits of the foresight spell upon waking with regards to himself or one person of his choice, except that it lasts 1 hour per level instead of 10 minutes per level. The caster level for all effects are equal to the warden's class level, and none of the effects radiate magical auras.

Once per arc per spell effect, the warden may gain the benefits of the aforementioned spells during the day. This requires the spilling of blood as normal, and 1 minute of meditation.

For the King (Ex): At 4th level, the warden may utter this war cry as a free action. When doing so, he gains a +2 morale bonus on all weapon attack rolls against creatures of the dark god during the round, and inflicts +1d6 points of damage on each successful hit against such foes. Additionally, this cry gives all allies within 60 feet of the warden (including the warden himself) a +2 morale bonus against fear effects for a number of rounds equal to the warden's class level. The warden may use this cry for a number of rounds (not necessarily contiguous) equal to his class level every day.

At 7th level, the morale bonuses to attack rolls and against fear effects increase to +3, the bonus damage increases to +1d8, and any allies within 60 feet who are already suffering from a fear effect may immediately make another save (including the +3 bonus) to resist the effects.

At 10th level, the morale bonuses to attack rolls and against fear effects increase to +4, the damage bonus increases to +1d10, and any allies within 60 feet who are already suffering from a fear effect automatically have that effect reduced by one step (from panicked to frightened, from frightened to shaken, or from shaken to normal). Creatures who are still suffering from fear effects after that point may then immediately make another save (including the +4 bonus) to resist the effects.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Spirit speaker, mediator 1/day
2nd +2 +3 +0 +0 Aryth's blessing 1/day
3rd +3 +3 +1 +1 Dreams of the land (commune with nature)
4th +4 +4 +1 +1 For the king I, mediator 2/day
5th +5 +4 +1 +1 Aryth's blessing 2/day
6th +6 +5 +2 +2 Dreams of the land (dream)
7th +7 +5 +2 +2 For the king II, mediator 3/day
8th +8 +6 +2 +2 Aryth's blessing 3/day
9th +9 +6 +3 +3 Dreams of the land (foresight)
10th +10 +7 +3 +3 For the king III, mediator 4/day