Warder

Hit Points: d12

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Reflex Will Special Maneuvers Known Maneuvers Readied Stances Known
1 +1 +2 +0 +2 Defensive Focus, Aegis +1 (10 Ft) 5 3 1
2 +2 +3 +0 +3 Armiger's Mark 6 4 2
3 +3 +3 +1 +3 Bonus Feat 7 4 2
4 +4 +4 +1 +4 Tactical Acumen 7 4 2
5 +5 +4 +1 +4 Extended Defense 1/day, Aegis +2 8 5 3
6 +6 +5 +2 +5 Clad in Steel, Improved Aegis (20 ft) 8 5 3
7 +7 +5 +2 +5 Adaptive Tactics 9 5 3
8 +8 +6 +2 +6 Extended Defense 2/day, Bonus Feat 9 6 4
9 +9 +6 +3 +6 Improved Armiger's Mark, Aegis +3 10 6 4
10 +10 +7 +3 +7 Improved Defensive Focus 10 6 4
11 +11 +7 +3 +7 Extended Defense 3/day 11 7 5
12 +12 +8 +4 +8 Stalwart, Greater Aegis (30 Ft) 11 7 5
13 +13 +8 +4 +8 Bonus Feat, Aegis +4 12 7 5
14 +14 +9 +4 +9 Extended Defense 4/day 12 8 5
15 +15 +9 +5 +9 Steel Defense 13 8 6
16 +16 +10 +5 +10 Greater Armiger's Mark 13 8 6
17 +17 +10 +5 +10 Extended Defense 5/day, Aegis +5 14 9 6
18 +18 +11 +6 +11 Bonus Feat 14 9 6
19 +19 +11 +6 +11 Born of Steel 15 9 7
20 +20 +12 +6 +12 Deathless Defenses 16 10 7

Weapon and Armor Proficiency: Warders are proficient with all simple and martial melee weapons, with all armor, and with shields (including tower shields).

Maneuvers: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on the table above. The warder must meet a maneuver's prerequisites to learn it.

Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.

Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter.

Stances Known: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels, the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.

Defensive Focus: At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

The warder may, as a standard action, set up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Aegis: At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft.

Armiger's Mark: At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).

At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.

At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent).

Bonus Feat: At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats.

Tactical Acumen: At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her Intelligence modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses).

Clad in Steel: Having improved her skill with her armor, the warder is a more capable combatant in it when protecting her allies or cause. The warder may subtract her aegis bonus from her total armor check penalty and increase the maximum Dexterity bonus on her armor by 1 at 6th level, and by 2 at 12th level.

Extended Defense: Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another's turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day.

Adaptive Tactics: A warrior can attempt to plan for everything, but no plan stands against the heat of battle if there is no room for adaptation. At 7th level, the warder can expend one use of her armiger's mark ability as a full-round action to expend up to her Intelligence modifier in readied maneuvers, then instantly ready an equal amount of maneuvers. The warder may not replace expended maneuvers using this ability; any maneuver she is re-preparing with this ability must be unexpended to be exchanged. She may choose from any of her known maneuvers.

Stalwart: At 12th level, a warder can use mental and physical resiliency to avoid certain attacks. If she makes a successful Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless warder does not gain the benefit of the stalwart ability.

Steel Defense: At 15th level, the warder is capable of turning an otherwise lethal blow and continue the fight. When an attack that inflicts hit point damage from a natural attack, melee weapon, or ranged weapon would reduce the warder to 0 or fewer hit points, she can make a Fortitude save (DC the attacker's attack roll) to deflect the attack to her armor or shield (light, heavy, or tower shields only), causing it to suffer the damage in her place (apply item hardness as normal). If this would break the character's armor, it gains the broken condition until it is repaired. The warder cannot use this ability with broken armor or a broken shield. The warder must be wearing armor or a shield to use this ability.

Born of Steel: At 19th level, the warder is so at home in her armor that it is like a second skin, protecting her with its familiar embrace. When wearing medium or heavy armor, the warder is more resistant to critical hits. When a critical threat is rolled against him, the warder may add her Intelligence modifier to her AC against the critical confirmation roll.

Deathless Defense: At 20th level, the warder can indefinitely hold a position to protect her allies, even if it may cost her her life. The warder must expend two uses of her armiger's mark ability as an immediate action to activate her deathless defenses. While this ability is active, the warder is capable of maintaining her defensive focus as a move action, but gains the full bonuses of her defensive focus. Additionally, she receives the benefits of her aegis ability as well. She is unable to die from hit point damage while this effect is in use. She may maintain the use of this ability each round at the cost of one use of her armiger's mark ability, or she may end it as a free action. Abilities or effects that don't inflict hit point damage, such as energy drain or ability damage, can still kill the warder. While this effect is in use, she is immune to mind-affecting abilities, as her focus prevents any from tampering with her mind. Once this ability ends, either voluntarily or if the character runs out uses of armiger's mark (assuming she is not dead), the warder is exhausted and must rest a full 8 hours to recover.

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