hobbygamers Forum Index
Important Notice: We regret to inform you that our free phpBB forum hosting service will be discontinued by the end of June 30, 2024. If you wish to migrate to our paid hosting service, please contact billing@hostonnet.com.
Author Message
<  Proposal  ~  Warden Character Class
the-bumper-car
PostPosted: Sat Oct 18, 2008 9:19 pm  Reply with quote
Old Dragon


Joined: 30 Aug 2007
Posts: 577

Story fluff:

Wardens are specially trained warriors whose original purpose were to hunt down fugitives who fled into the wild. Their expertise with ranged and reach weapons combined with their mastery over traps ensured that one would have to be very, very foolish to run away from a Warden.

Eventually, the Wardens were used to watch over prisoners of war and to protect army camps, but after the notable Battle at Shatterglen Pass where a unit of Wardens was able to hold off an invading Nagthar force while their until Queen Shirrna IV was able to arrive with reinforcements. The grateful eladrin queen rewarded the survivors by founding a school devoted to the study of their unique fighting style, and encouraged her admirers to join this school. Young women who wanted to emulate the famous warrior queen joined the Shirrna Warden Academy in legions, causing some to affectionately call the students the Amazons.

Soon, no army in the realm was complete without a Warden unit either assisting in the defense of the headquarters or pursuing stragglers.

_________________
Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Can I be the Avenger of Atheism?
Back to top
View user's profile Send private message Yahoo Messenger
the-bumper-car
PostPosted: Sat Oct 18, 2008 9:29 pm  Reply with quote
Old Dragon


Joined: 30 Aug 2007
Posts: 577

Role: Controller
Power Source: Martial
Key Abilities: Strength, Dexterity, Intelligence

Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged, Glaive, Halberd, Longspear, Military Ranged
Implement: Thieves’ Tools
Bonus to Defense: +2 to Will

Hit Points at 1st Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: Acrobatics or Athletics (your choice). From the class skills list below, choose three more trained skills at first level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Thievery (Dex).

Build Options: Skirmisher Warden, Bow Warden
Class Features: Alchemy, Entrapment Mastery, Warden’s Guile

Implement
Wardens use magical Thieves’ Tools to make their trap-laying easier. Any trap you set up while using a non-mundane Thieves’ Tools add the Thieves’ Tools’ bonus to its attack and damage rolls.

Warden Class Features
Alchemy
You can make alchemical items of your level or lower. You must have the correct formula and appropriate skill. You also automatically know the Create Trap Kit alchemical formula.

Creating traps uses up one Trap Kit. You may create one Trap Kit from 10 gp’s worth of mundane materials or ritual components. You may prepare any Trap Kits after an extended rest, provided you have the materials. At the end of any encounter, you may recover Trap Kits from any trap you set which did not trigger. Also, whenever you or one of your allies disarms a trap, you may recover one Trap Kit from it.

Entrapment Mastery
Wardens make great use of traps and snares to capture their quarries and confound their enemies. As a result, you are immune to the attacks and effects of any trap you set. Also, you get the following ability:

Re-set Warden Ability
At-Will*Martial
Move Action Ranged 10
Target: One trap you created within range
Effect: You may move the trap to an unoccupied square within range.



All traps you create share the following qualities:

Perception
DC Int + 10: The creature notices the trap.
Trigger: The trap triggers when any creature enters any square in the trap or begins their turn in the trap.

Countermeasures
An adjacent creature can trigger the trap with a DC Int + 5 Thievery check (standard action).
An adjacent creature can disable the trap with a DC Int + 15 Thievery check (standard action). The area becomes safe.

After your trap is triggered or disabled, it is immediately destroyed.

Implement


Warden’s Guile

Twice per encounter as a minor action, you may imbue your weapon with the powers of one of the encounter traps you know. Your next weapon attack roll, in addition to its normal effects, also has the effect of the trap you selected.

Warden Powers
Your powers are called exploits.

Level 1 At-Will Exploits:

Banishing Strike Warden Attack 1
Your attack is accompanied by such a fearsome sound that your enemies are compelled to run away from you.
At Will*Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a ranged weapon, spear or polearm.
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged).
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). You push the target a number of squares equal to your Intelligence modifier.

Harpoon Assault Warden Attack 1
At-Will*Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow, crossbow, or javelin.
Target: One creature
Attack: Dexterity vs AC (bow or crossbow) or Strength vs AC (javelin)
Hit: 1[W]+Dexterity modifier damage (bow or crossbow) or 1[W]+Strength modifier damage (javelin). You pull the target a number of squares equal to your Intelligence modifier.

Hobbling Strike Warden Attack 1
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a spear or polearm.
Target: One creature
Attack: Strength vs AC
Hit: 1[W]+Strength modifier damage. The target is slowed until the end of your next turn.

Fleet Strike Warden Attack 1
At-Will*Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a spear, polearm, or ranged weapon.
Target: One creature
Special: You may move up to 2 squares before or after making this attack.
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W]+Strength modifier damage (melee) or 1[W]+Dexterity modifier damage (ranged).

Encounter
Set Barb Wire Warden Attack 1
Encounter*Implement, Martial, Trap
Move Action Area wall 5 within 10 squares
Effect: You trap the area with a Barb Wire Trap.

Barb Wire Trap
Attack* Implement, Martial, Trap
Immediate Reaction Wall 5
Target: The creature that triggered the attack.
Attack: Intelligence vs Reflex
Hit: 2d6+Intelligence modifier damage.
Effect: Make a secondary attack against all other creatures in the trap’s area.
Attack: Intelligence vs Reflex
Hit: 1d6+Intelligence modifier damage

Set Chilling Maw Warden Attack 1
Encounter*Cold, Implement, Martial, Trap
Move Action Burst 1 within 10 squares
Effect: You trap the area with a Chilling Maw Trap.

Chilling Maw Trap
Attack*Cold, Implement, Martial, Trap
Immediate Reaction Melee
Target: The creature that triggered the trap.
Attack: Intelligence vs Fortitude
Hit: 1d10+Intelligence modifier cold damage, and the target is slowed.
Effect: Make a secondary attack against all adjacent creatures.
Attack: Intelligence vs Fortitude
Hit: 1d4+Intelligence modifier cold damage, and the target is slowed (save ends).

Set Incendiary Device Warden Attack 1
Encounter*Fire, Implement, Martial, Trap
Move Action Burst 1 within 10 squares
Effect: You trap the area with an Incendiary Device Trap.

Incendiary Device Trap
Attack* Fire, Implement, Martial, Trap
Immediate Reaction Burst 1
Target: The creature that triggered the trap
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier fire damage and the target takes ongoing 5 fire damage (save ends).
Effect: Make a secondary attack against all other creatures in the trap’s area.
Attack: Intelligence vs. Reflex
Hit: Target takes 1d4+Intelligence modifier fire damage and the target takes ongoing 5 fire damage (save ends).

Set Toxic Gas Launcher Warden Attack 1
Encounter* Implement, Martial, Poison, Trap
Move Action Burst 1 within 10 squares
Effect: You trap the area with Toxic Gas Launcher.

Toxic Gas Launcher
Attack* Implement, Martial, Poison, Trap
Immediate Reaction Melee
Target: The creature that triggered the trap.
Attack: Intelligence vs. Fortitude
Hit: 2d4+Intelligence modifier poison damage and the opponent takes ongoing
Effect: Make a secondary attack against all other creatures adjacent to the target.
Attack: Intelligence vs. Fortitude
Hit: Target takes ongoing poison damage equal to your Intelligence modifier (save ends).

Daily Exploits

Set Spider’s Web Warden Attack 1
Daily* Implement, Martial, Poison, Trap
Move Action Burst 2 within 20 squares
Effect: You trap the area with a Spider’s Web Trap.

Spider’s Web Trap
Attack* Implement, Martial, Poison, Trap
Immediate Reaction Burst 2
Target: All creatures in area centered on the creature that triggered the trap.
Attack: Intelligence vs. Reflex
Hit: Target takes ongoing poison damage equal to your Intelligence modifier and is immobilized (save ends).
Miss: Target is immobilized (save ends).

Trick Shot
By firing a volley of distracting projectiles, you coax your opponent to move exactly where you want them to go.
Daily*Charm, Martial, Weapon
Standard Action Ranged weapon
Target: One to three enemies
Attack: Strength vs. Will (Javelins) or Dexterity vs. Will (Bows, Crossbows)
Hit: 1[W] damage. You may slide the targets a number of squares equal to your intelligence modifier.

Penetrating Strike
Daily*Martial, Weapon
Standard Action Melee
Requirement: You must be wielding a spear or polearm.
Target: One enemy
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Secondary Attack: A creature adjacent to the primary target, even if not adjacent to you.
Secondary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage.

Set Sunbeam Trap
Warden Attack 1
Daily* Implement, Martial, Radiant, Trap
Move Action Burst 1 within 20 squares
Effect: You trap the area with a Sunbeam Trap.

Sunbeam Trap
Attack* Implement, Martial, Radiant, Trap
Immediate Reaction Burst 1
Target: All creatures in area centered on the creature that triggered the trap.
Attack: Intelligence vs. Fortitude
Hit: All creatures take 2d8 radiant damage equal to your Intelligence modifier and are dazed (save ends).
Miss: Half damage, and dazed until the end of your next turn.

_________________
Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Can I be the Avenger of Atheism?
Back to top
View user's profile Send private message Yahoo Messenger
the-bumper-car
PostPosted: Sat Oct 18, 2008 9:29 pm  Reply with quote
Old Dragon


Joined: 30 Aug 2007
Posts: 577

So, yeah, here's my long gestating Martial Controller class, originally based on the Diablo 2 Amazon. Critique, please!

_________________
Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Can I be the Avenger of Atheism?
Back to top
View user's profile Send private message Yahoo Messenger
erwin
PostPosted: Sun Oct 19, 2008 4:53 am  Reply with quote
Master of None


Joined: 06 Dec 2006
Posts: 2932
Location: Searching...

You need to make a distinction between your two build options, as in a class feature that you choose, kinda like ranger's fighting style.

Recommends that the skirmisher focuses a little more to damage (sort of, kinda strikerish) and bow focuses more on controlling.

...

Actually, I'd see the melee warden more of a defender (in flavor) rather than skirmisher.

Also, change the HP one step higher if you'd go for my sub-defender idea. Very Happy

_________________
There is happiness for those who accept their fate. There is glory for those who defy their fate

Back to top
View user's profile Send private message Visit poster's website Yahoo Messenger
the-bumper-car
PostPosted: Sun Oct 19, 2008 9:07 pm  Reply with quote
Old Dragon


Joined: 30 Aug 2007
Posts: 577

erwin wrote:
You need to make a distinction between your two build options, as in a class feature that you choose, kinda like ranger's fighting style.


Not necessarily - with Clerics and Paladins, for example, the two builds don't have any difference in class features.

Besides, I kinda agree with my friend Adam's assessment that the only difference between the Two-Fighting ranger and the Archer ranger is that the Archer ranger can't wield a non-off-hand weapon in his off-hand
Recommends that the skirmisher focuses a little more to damage (sort of, kinda strikerish) and bow focuses more on controlling.

erwin wrote:

Actually, I'd see the melee warden more of a defender (in flavor) rather than skirmisher.

Also, change the HP one step higher if you'd go for my sub-defender idea. Very Happy


I'm not planning to make this a sub-striker anyway. The Warden is going to be really inconsistent in its damage output thanks to the nature of its trap-dependent play. I actually think the Skirmisher will be better at nailing enemies with traps, since it can come in close and lay traps right at their feet. That is why I've been giving the bow more movement control powers, to make up for this loss of consistency.

_________________
Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Can I be the Avenger of Atheism?
Back to top
View user's profile Send private message Yahoo Messenger
Display posts from previous:   
All times are GMT + 8 Hours

View next topic
View previous topic
Page 1 of 1
hobbygamers Forum Index  ~  Proposal

Post new topic   Reply to topic


 
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



Start Your Own Video Sharing Site

Free Web Hosting | Free Forum Hosting | FlashWebHost.com | Image Hosting | Photo Gallery | FreeMarriage.com

Powered by PhpBBweb.com, setup your forum now!
For Support, visit Forums.BizHat.com