
"Get out of MY yard!"
Deepwardens serve as a living early warning system against threats from both the environment and other creatures. Deepwardens are typically adventurers and often Dwarves who wish to explore the depths of the earth. They regularly travel deep underground and to far flung locations, surviving on their own, far from civilization. There they search for new resources, threats, or other interesting findings, and send reports back to their city comrades.
Deepwardens are considered the first line of defense against invasions or other threats, and as such they must be both physically hardy and able to survive in the wilderness for an extended period. A warden’s first duty is to find out the nature of any threats to the community, then stay alive long enough to make sure his people are warned and can prepare. If an adventurer can meet these criteria, whether through magic or might, he is welcomed among the deepwardens.
Hit Die: d12.
Requirements:
- Base Attack Bonus: +5.
- Skills: Climb 5 ranks, Heal 5 ranks, Jump 5 ranks, Knowledge (dungeoneering) 5 ranks, Survival 5 ranks.
- Feat: Endurance.
Class Skills: Skill Points 6+Int Modifier
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Level | BAB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Track, Trap Sense +1 |
2nd | +2 | +3 | +0 | +3 | Stone Warden |
3rd | +3 | +3 | +1 | +3 | Animal Messenger |
4th | +4 | +4 | +1 | +4 | Trap Sense +2, Uncanny Dodge |
5th | +5 | +4 | +1 | +4 | Stubborn Mind |
6th | +6 | +5 | +2 | +5 | Sending |
7th | +7 | +5 | +2 | +5 | Swift Tracker, Trap Sense +3 |
8th | +8 | +6 | +2 | +6 | Improved Uncanny Dodge |
9th | +9 | +6 | +3 | +6 | Greater Animal Messenger |
10th | +10 | +7 | +3 | +7 | Trap Sense +4 |
Class Features
Weapon and Armor Proficiency:
Deepwardens are proficient with all types of simple and martial weapons, all types of armor, and shields (except tower shields).
Track:
A deepwarden gains Track as a bonus feat.
Trap Sense (Ex):
A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack.
Stone Warden (Ex):
Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be considered flat-footed.
Animal Messenger (Sp):
From 3rd level on, a deepwarden can compel a Tiny animal to carry a message to his allies at a spot he designates. This ability functions as the animal messenger spell (see page 198 of the Player’s Handbook), with a caster level equal to the deepwarden’s class level.
Uncanny Dodge (Ex):
Starting at 4th level, a deepwarden gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus (if any, or his Constitution bonus, if it’s higher) to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity (or Constitution) bonus to AC if immobilized.
If a character gains uncanny dodge from a different class (a deepwarden with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Stubborn Mind (Ex):
Starting at 5th level, a deepwarden has a mental resistance to outside influences. If a deepwarden with the stubborn mind ability is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer’s mind blast attack.
Sending (Sp):
Beginning at 6th level, a deepwarden can contact a particular creature with which he is familiar and send a short message of twenty five words or less. This ability functions as the sending spell (see page 275 of the Player’s Handbook), with a caster level equal to the deepwarden’s class
level.
Swift Tracker (Ex):
Beginning at 7th level, a deepwarden can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex):
At 8th level and higher, a deepwarden can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the deepwarden by flanking him, unless the attacker has at least four more rogue levels than the target has deepwarden levels.
If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Greater Animal Messenger (Sp):
At 9th level, a deepwarden gains the greater animal messenger ability. This functions as the animal messenger ability (see above), except the deepwarden can use an animal of up to Small size as his messenger.