Arcane Warden (Base 1-20 class) [Archive] - Wizards Community

Post/Author/DateTimePost
TwistedShadow

06-04-05, 09:48 PM
here is a class that I put together with a little assistence from my DM. The thing that I like about this class is that alone the character is just a fighter with fewer hitpoints and feats but better saves and some combat related spells later down the line. But the Class is designed for the character to function with a spell caster in a relationship that is a more powerful version of the bond that a spell caster has with his familiar. The spell caster in this duo also has to take a special feat "Arcane Pact" before he can join with the Warden and gain all benefits. One other thing has to be given mention, Much like Paladins are Born to be Paladins, Arcane Wardens are born to be what they are, which means that there are not alot of them running around.
I would like to see what other people think of this class, I also want to point out that only the Wardens bonus feats,and his own spells function if the warden is not in an Arcane Pact with a spell caster, No spell storing, Channeling or true sight if he is going solo.


Arcane Warden
Alignment: Any.
Hit Die: d8.

Class Skills
The Warden’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spell Craft (Int), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Arcane Pact, Bonus Feat
2nd +2 +3 +3 +0 Store spell energy
3rd +3 +3 +3 +1 Bonus Feat
4th +4 +4 +4 +1 Endurance
5th +5 +4 +4 +1 Channel spell fire(1)
6th +6/+1 +5 +5 +2 Bonus Feat
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Diehard, Channel(2)
9th +9/+4 +6 +6 +3 Bonus Feat
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Channel(3)
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5 Channel(4)
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Channel(5)

––—— Spells per Day ——–—
1st 2nd 3rd 4th 5th 6th
— — — — — —
— — — — — —
— — — — — —
— — — — — —
0 — — — — —
0 — — — — —
1 0 — — — —
1 0 — — — —
1 1 0 — — —
1 1 0 — — —
2 1 1 0 — —
2 2 1 0 — —
2 2 2 1 0 —
2 2 2 1 0 0
3 2 2 2 1 0
3 3 2 2 1 1
3 3 3 2 2 1
3 3 3 3 2 2
3 3 3 3 3 2
3 3 3 3 3 3

Weapon and Armor Proficiency: An Arcane Warden is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Arcane Pact: Arcane Wardens have the unique ability to forge a bond with an arcane spell caster similar to that of a familiar. To do so the Warden must find a willing arcane spell caster, and enter into a magically bonding pact with them. Doing so requires 24 hours and magical components that cost 200gp. Once completed the two are joined in much the same manner as a familiar, however neither party has magical command over the other, and either party can choose to dismiss the bond should they feel inclined, though both parties would have to endure the effects of this as if they had dismissed a familiar.
(See below for more details)
Bonus Feats: Arcane Wardens receive bonus feats at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level.
Store Spell Energy: At 2nd level a Warden gains the ability to store spell energy for his caster. The caster is able to draw from this stored energy in the same manner as she would draw spell energy from a rod of absorption. The Warden can only hold levels of energy equal to his Wisdom Modifier + (Warden Level/2) The arcane warden can only receive stored energy from his caster, he can not refill this energy with his own spells or the spells of another spell caster. An arcane warden can hold his stored spell energy until his caster draws it or it is otherwise expended. In order for an arcane warden to replenish his spell he must enter a meditation while his caster casts spells upon him that are canceled and their power stored. This process takes 10 minutes plus the casting time of all spells used.
Endurance: At 4th level an arcane warden gains Endurance as a bonus feat.
Spells: Beginning at 4th level, an arcane warden gains the ability to cast a small number of arcane spells, which are drawn from the arcane warden spell list. An arcane warden must choose and prepare his spells in advance (see below).
To prepare or cast a spell, an arcane warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane warden’s spell is 10 + the spell level + the arcane warden’s Wisdom modifier.
Like other spell casters, an arcane warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcane warden. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Arcane warden indicates that the arcane warden gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
An arcane warden prepares spells through meditation for 1 hour, though he does not require a spell book to prepare his spell. An arcane warden may prepare and cast any spell on the arcane warden spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an arcane warden has no caster level. At 4th level and higher, his caster level is one-half his arcane warden level.
An arcane wardens spells are mainly focused on defense and utility spells rather then damaging spells.
Channel Spell Fire (Su): At 5th level an arcane warden gains the ability to convert his stored spell energy into raw spell fire and direct it at his enemies either as a touch attack or through his weapon. For each spell level of energy the Warden uses in this way he deals 1d6 damage to the damage of the attack. If he channels this energy through a weapon attack he adds an additional 1d6 per spell level expended (Spell fire damage is not multiplied on a critical hit.) If he channels this through a weapon the weapon takes half damage from the spell fire as well [(spell fire damage/2) -Hardness= damage to weapon hit] the warden can never expend more spell levels then his level/4 +his wisdom modifier per use.
Diehard: At 8th level an arcane warden gains the diehard feat as a bonus feat.

Table: Arcane Pact
Level Dodge Bonus Special
1st-2nd +1 Bond Range 10ft, Alertness, Improved Evasion,
Share Spells, Empathic link
3rd-4th +2 Bond Ranger 20ft, Deliver touch spells,
Improved Uncanny Dodge
5th-6th +3 Bond Range 30ft, Channel Spells, Two-As-One
7th-8th +3 Bond Range 40ft
9th-10th +4 Bond Range 50ft
11th-12th +4 Bond Range 60ft, Spell Resistance
13th-14th +5 Bond Range 70ft
15th-16th +5 Bond Range 80ft
17th-18th +6 Bond Range 90ft
19th-20th +6 Bond Range 100ft
ARCANE PACT
Arcane Wardens can enter into a special pact with a single spell caster, In order for a spell caster to participate in this powerful ritual they must either have the Arcane Pact Feat or have selected it in place of their Summon Familiar class ability. Spell casters with both Arcane Pact and Familiar may choose to have either but not both.
Bonding: Once a warden and a spell caster have undergone the arcane pact ritual they are considered bonded. Both participants gain bonuses based on the level of the arcane warden, if both participants have levels of arcane warden then the levels of each participant stack for determining the bond level.
Although neither party in the bond has dominance over the other, arcane wardens usually defer to their spell caster on terms of goals and planning moves, allowing to the warden to focus on his primary goal, protecting his partner from any threat.
Dodge Bonus: The members of the bond share a mutual dodge bonus to AC this bonus increases as the warden increases in level and must be divided up between the caster and the warden. Each round on the warden’s turn he may adjust how much of a dodge bonus each member of the bond gets.
Bond Range: This designates the maximum distance that the two members of the pact can be apart from each other and still receive the benefits of the bond.
Familiar Powers: As with a normal familiar both members of the bond gain the alertness feat, improved evasion, share spells, and empathic link while within the bond range as per the normal abilities granted to a familiar.
Deliver Touch Spells: As with a familiar the caster in the bond may have her warden deliver a touch spell for her so long as the warden is with the bond range when the spell the warden is designated to deliver is cast.
Improved Uncanny Dodge: While in bond range both warden and caster gain improved uncanny dodge and cannot be flanked except by a rogue 4 levels higher then the warden’s level. However the warden and caster can be flanked if both are being flanked at the same time.
Channel Spell: This ability allows the caster and warden to combine the effects of Deliver Touch Spells and the warden Channel Spell Fire class abilities, allowing the caster to channel a spell into the warden to be used as per the Channel spell fire ability. (Touch attack or weapon attack)
Two-As-One: This potent ability increases the strength and abilities of the bond. Both characters truly begin to function like two halves of the same person in the form of special sharing abilities.
One life: The warden and the caster effectively pool hit points. Either character can willingly give hit points to the other. This ability is very much a double edged sword since transferring hit points weakens one member to heal the other. Both members of the bond are also acutely aware of the condition of their partner. If they are within bond range they know with a great degree of accuracy, outside of the bond range they have a general idea such as “Injured, Critical, Sick, Healthy, Dying” this diminishes with distance but they will always know if their partner is alive, dying, or dead.
Telepathy: Both members of the Bond are able to communicate with one another. Works as the Telepathic Bond spell with the warden’s class level serving as the caster level.
Pool Spells: With the ability to communicate telepathically either member of the bond may cast a spell prepared by the other. This is treated as if the character were reading from a scroll as they read the spell from the other characters mind.
Shared Saves: As with a normal familiar both members of the bond are able to use whichever of the two’s base save is higher when making saving throws.
Mental Double Team: When ever one member of the bond is unaffected by a mind affecting spell the other character is allowed to make a new saving throw on his partners turn each round that they are within bond range to shake off the affect. Due to the Bond a warden or caster affected by a mind altering spell view actions against his/her bond partner to be acts against him/her self and rules of the spell apply as such.
Know Direction: Each member of the bond is so strongly connected to one another that even if separated by great distances each member knows what direction their partner is in and a vague idea of distance.
Ever flowing Life: the sharing of life has a surprising effect on the warden, A warden’s aging process is greatly slowed, and while bonded a warden’s aging slows to half its normal rate, because of this some bonded spell casters will groom a successor to pass their bond to.
Know Every Move: If either member of the bond attempts to make a ranged attack against a target engaged in melee with their partner is treated as if they had the precise shot feat. If the making a ranged attack at a target that is grappling with your partner treat the attack as if the bond member has the Improved Precise Shot Feat.

Spell Resistance: As with normal familiars, when the warden reaches 11th level, the members of the bond gain spell resistance of the warden’s level +5

ARCANE PACT NOTES:
Death of the Warden: much like with a familiar the death of the warden is a physically and mentally devastating event which carries the same penalties as a wizard would normally suffer for losing his familiar. For the spell caster all of the normal rules for the loss of a familiar apply, including the time they must wait before gaining a new warden.
Death of the Spell Caster: As above the death of a warden’s spell caster, is physically and mentally devastating and often causes the warden to become very reckless and many throw away their lives in vain attempts to avenge their caster. Wardens suffer the same experience penalty as a spell caster would for losing a familiar. However if a warden still has levels of stored spell energy from his caster he does not suffer the experience loss until he expended or lost all of these remaining levels of spell energy, but as long as he retains this energy he can not enter into another bond. An arcane warden must wait 6 months after suffering the penalties of losing his bond before he can enter into a new arcane pact. An arcane warden only retains stored spell energy if the caster is killed, if the bond is dismissed the warden loses all stored spell energy.
Losing stored energy: Each day after the death of his spell caster a Warden must make a will save DC10+ Half the level of his spell caster or lose one level of stored spell energy. Usually a warden will use the time their remaining charge affords them to one of two goals, either looking for a way to return their caster to life, or seeking to avenge their caster. Often an avenging warden will save his charge to unleash against the person who killed his caster. Once the warden loses his final level of stored spell energy he immediately suffers the experience penalties of losing his bond.
Passing the Bond: because of how rare arcane wardens are, many spell casters will select a successor who they wish to pass their bond to, usually as they near the end of their life or wish to retire. In order for the bond to be passed the new caster must meet the requirements for entering into an arcane pact and all three parties must undergo a ritual that takes 24 hours and cost magical components equal to 500gp. During this ritual the new spell caster is partially connected to the bond but gains no benefit from it. However when the original spell caster dies or dismisses the arcane pact only the original spell caster suffers the effects of losing the bond and the warden has a temporary bond with his new caster and only knows which direction and a vague idea of distance. The two must undergo the arcane pact ritual to strengthen the bond before the warden loses his remaining stored spell levels or he will also suffer the effects of having lost the bond. The ritual also purges the warden of his remaining stored spell charges. If the original spell caster is resurrected before the temporary bond is made whole the warden’s bond remains with his original caster and the partial connection with the successor is severed. Casters usually are wary about making such arrangements since an unscrupulous successor might engineer the casters early demise in order to take over the bond early.

Arcane Warden Spell list

1st level Spells
Alarm
Accelerated Movement
Critical Strike
Comprehend Language
Cure Light Wounds
Expeditious Retreat
Feather fall
Fist of Stone
Guided Shot
Jump
Low-light Vision
Mage Armor
Magic Weapon
Protection from Law/Good/Chaos/Evil
Shield
True strike

2nd level
Blade weave
Blindness/Deafness
Blur
Bull Strength
Cats Grace
Cure Moderate Wounds
Darkness
Glitterdust
Heroism
Invisibility
Listening Lorecall
Owls Wisdom
Protection from arrows
Returning weapon
Shatter
Spider Climb
Whirling Blade
Wraith strike

3rd Level
Arcane Sight
Blink
Cure Serious Wounds
Daylight
Displacement
Fly
Gaseous Form
Gentle Repose
Good Hope
Haste
Invisibility Sphere
Keen Edge
Mage Armor, Greater
Magic Circle vs. Chaos/Evil/Law/Good
Magic Weapon, Greater
Non-detection
See invisible
Spectral Weapon
Unluck

4th Level
Cure Critical Wounds
Detect Scrying
Freedom of Movement
Greater Invisibility
Globe of Invulnerability, Lesser
Neutralize Poison
Remove Curse
Stone Skin

5th Level
Break Enchantment
Blink, Greater
Interposing Hand
Overland Flight
Passwall
Permanency

6th Level
Brilliant Blade
Forceful Hand
Globe of Invulnerability
Guards & Wards
Heroism, Greater
Shadow Walk
Tenser’s Transformation
TwistedShadow

06-04-05, 09:51 PM
I tried to copy and paste the info from the word doc I did for the class, if you want to see it more clearly e-mail me and I will send you a copy
TwistedShadow

06-21-05, 06:58 PM
Ok lots of people looked at it but no one has anything to say about the class?
Norhg

06-21-05, 07:56 PM
I like it, interesting flavor. I will certainly adapt it for my campaign.
Gagnrath

06-21-05, 08:05 PM
I like it but seem to have missed his spell casting stat could you tell me what it is?

I'd also suggest making the cure spells except cure minor one lvl higher since he's an acrcane castor who's combat oriented.
TwistedShadow

06-21-05, 08:33 PM
Spells are worked off of Wisdom just like a ranger
OzyBurrfoot

06-22-05, 11:37 AM
I tried to copy and paste the info from the word doc I did for the class, if you want to see it more clearly e-mail me and I will send you a copy

I'd love to see that.

crackermalk@gmail.com

oh btw have you read the Wheel Of Time series? These strike me as remarkably similar in concept to the bonded Warders for the Aes Sedai.