The natural world exists in a delicate balance, a balance that is constantly being shifted and threatened by forces both within and without.
But as many as the dangers to nature are, there are just as many who would rise up to defend it. The greatest and most dedicated of these defenders are the wardens, and in return nature itself seeks to defend its defender.
The primary use of the natural magic they are gifted is to channel prepared Aspects of nature into protective fields called Wards. The basic effects of a ward are to protect the warden and his allies from extremes of temperature and deflect physical attacks, but an aspect of nature can be channeled into the ward to add additional effects. The warden has to attune himself to an aspect of nature before he can use it, and he can only be attuned to a limited number of aspects at a time.
The warden’s natural power can also be infused into allied, gradually healing their wounds.
Even separate from their nature granted powers a warden is a skilled woodsmen and canny fighter. While most fighters defend themselves from attack the warden is so in tune with his surroundings he can defend himself with wise perception alone.
In their heart every warden is a defender, he seeks to protect nature first and foremost. How they go about it and why they want to are important aspects of your character. Other questions to ask are:
- Why is the warden so devoted to defending nature?
- Is there a specific part of nature he wands to defend, or are there things besides nature he seeks to protect?
- Where does he hail from and what are his favored aspect and are these connected?
- Would he prefer to stay in one place and is he forced go on an adventure to eliminate a growing threat, or is he enthusiastic about traveling from one threatened place to another like a kind of knight errand?
- Is he gifted by nature as an impersonal and omnipresent force, or does he have a particular patron?
The warden’s ward can be placed as a swift action from the very first level, this makes it easy to multiclass or gestalt with other more active classes. Martial classes like the fighter can also be useful to enhance your offensive abilities, but martial magical classes might have less overlap in basic stats. Or go for another buffing class to truly power up your allies, though that would be a waste of your high HD and BAB.
HD: 10
BAB: full
High Saves: Fort, Will
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod
The warden is a potent fighter with excellent defenses and hit points. The warden’s ward is a potent and versatile defensive option for both the warden and his allies, made all the better by its unlimited use and quick activation. Add in a lay on hands-like ability to bestow fast healing and the warden is clearly a great boon to any party, especially one that likes to go into the thick of things.
Stone Guards what Darkness Hides is the guardian of a great fungal forest in the underdark. The spirit is revered by the inhabitants for protecting them from the ravages of drow and mindflayer slavers.
As revered as wardens are, so despised are their fallen counterparts the despoilers. These fallen wardens have turned to exploiting nature rather than protecting it, and their stolen powers in turn are used to harm and deface rather than protect and nurture.
Thirty years ago an army of demons invaded the once lush jungles of Calorhyl. Since then the land has been reduced to a barren wasteland. Rumors of the jungle regrowing have been circulating of late however, and it appears that a mighty champion is destroying any demons seeking to end the new growth.
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