Warden’s are failed magicians. Though they have some mystical potential, they lack the ability to become full mages. But such abilities are not discarded. Warden’s are taught martial skills, those that have the potential, and are trained to act as the swords and shields of the mages. In exchange, their minor gift is nurtured. They are trained until they are an elite fighting unit.
The process to become a Warden is trying, both physically and mentally. Wardens are marked with potent alchemy and transformation spells, and learn a style of magic that uses more internal resources than external ones. As such they can cast their (and only their) spells regardless of the armor they wear. But this magic takes years to manifest and develop, even longer than the spells of a wizard.
Never the equals of mages they protect, never quite trusted by mortals, they cling to their role and their honor. In a world that is either hostile or dismissive of them, honor is all they have.
Warden
Prime Requisite: Str and Int
Requirements: None
Hit Dice: 1d6
Though not specialized in fighting, wardens are comfortable with weapons. At first level, wardens hit an unarmored foe (AC 0) with an attack throw of 10+. Wardens thereafter advance in attack throws and saving throws by two points every four levels of experience (i.e. as thieves). Wardens are trained to fight with swords and daggers, and spears and polearms. They can fight with a weapon in two hands or use a weapon and shield.
Wardens may wear any armor up to leather armor and have been trained (and altered by both potent spells and potions) to channel magic even while wearing leather.
At first level, wardens are protected by an arcane ward. This grants them a +1 to their armor class while wearing leather armor or less. It increases in power as they grow in power, becoming a +2 at level seven and a +3 at level thirteen. Because this magic is a permanent part of their being, it cannot be dispelled. Wardens are also trained and transformed to gain ensorcelled strike. This ability grants them a flat +1 to all damage with weapons. Unlike fighters, this bonus does not increase over time.
As their training continues, they eventually learn the art of spell casting. Wardens learn and cast arcane spells as a mage five levels less they they are, gaining their first spell at 6th level. At 11th level they can research spells, scribe scrolls, and brew potions. When a Warden reaches 14th level, they can create more potent items, such as rings and weapons. Their training allows them to use any magic item usable by wizards, as well as magic weapons and armor that they are proficient with.
At 9th level, a Warden can build a sanctum, like a wizard. Often, the apprentices they seek or receive will become wardens instead of mages (with DM approval, the same rules for apprentices can be used to make wardens instead, at least those who meet the strength requirement).
Experience | Title | Level | Hit Dice |
0 | (White) Lookout |
1 |
1d6 |
2250 | (White) Shield |
2 |
2d6 |
4500 | (White) Guardian |
3 |
3d6 |
9000 | (White) Defender |
4 |
4d6 |
18000 | (White) Guardsman |
5 |
5d6 |
36000 | (Red) Protector |
6 |
6d6 |
70000 | (Red) Keeper |
7 |
7d6 |
140000 | (Orange) Advocate |
8 |
8d6 |
290000 | (Orange) Warden |
9 |
9d6 |
440000 | (Yellow) Warden 10 th |
10 |
9d6+1 |
590000 | (Yellow) Warden 11th |
11 |
9d6+2 |
740000 | (Green) Warden 12 th |
12 |
9d6+3 |
890000 | (Green) Warden 13th |
13 |
9d6+4 |
1040000 | (Blue) Sentinel |
14 |
9d6+5 |
Lvl | M1 | M2 | M3 | M4 | M5 |
1 | |||||
2 | |||||
3 | |||||
4 | |||||
5 | |||||
6 | 1 | ||||
7 | 2 | ||||
8 | 2 | 1 | |||
9 | 2 | 2 | |||
10 | 2 | 2 | 1 | ||
11 | 2 | 2 | 2 | ||
12 | 3 | 2 | 2 | 1 | |
13 | 3 | 3 | 2 | 2 | |
14 | 3 | 3 | 3 | 2 | 1 |
Warden Saving Throws | ||||||
Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staffs & Wands | Spells | |
1-3 | 13+ | 13+ | 15+ | 11+ | 12+ | |
4-6 | 12+ | 12+ | 14+ | 10+ | 11+ | |
7-9 | 11+ | 11+ | 13+ | 9+ | 10+ | |
10-12 | 10+ | 10+ | 12+ | 8+ | 9+ | |
13-14 | 9+ | 9+ | 11+ | 7+ | 8+ |
Warden Proficiencies: Acrobatics, Alertness, Battle Magic, Blind Fighting, Combat Relexes, Combat Trickery (disarm, knock down), Command, Elementalism, Elven Blood, Familiar, Fighting Style, Leadership, Loremastery, Magical Engineering, Mystic Aura, Naturalism, Quiet Magic, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Swashbuckler, Unlappable Casting, Wakefulness, Weapon Focus, Weapon Finesse
Very Nice! I’m gonna have to steal that for my ACKS campaign.
Cool! Let me know how it works out for you!
I like this a lot, not exactly what I was thinking before the jump based on the description, but I still like it. Thanks for sharing!
D.
Cool, glad you like it. Out of curiosity, what were you expecting?
I was thinking some more Monk-ish and less Wizardly – sort of more the old Shadowrun idea of the Physical Adept. I have a couple of ideas like that in my own game so it is where my mind went.
D.
That will be the Adeptus… failed mages too weak even to become Wardens, but just with enough spark that their bodies can be warped by magic to gain potent abilities! I’ll probably post them next week. 🙂
[…] following is a second attempt at the same concept. I went with a different rules choice for building them however. They become ‘power based […]