Warder

WarderClasses

Warders possess an unparalleled proficiency in defensive magic. They are not just spellcasters; they are guardians, wielding the arcane forces to shield themselves and those under their care. With a mere thought, they can conjure powerful suits of armor forged from pure force, creating an impenetrable barrier between themselves and harm. This mystical armor encases the Warder in a resilient shell that deflects blows and absorbs impacts. It is a testament to their swift and decisive response to danger.

But the Warder’s skills extend beyond personal defense. They are also accomplished rune-masters, capable of inscribing powerful magic runes on solid surfaces. These arcane symbols lay dormant, awaiting activation to unleash a range of protective effects.

• Armistice Rune: Granting sanctuary to those within its range, offering respite and safety in the midst of turmoil.

• Dampening Rune: Reducing the destructive force of area-of-effect damage spells, shielding allies from the fiery tempest of magical onslaught.

• Dazzling Rune: Dazing those caught in its radiant flash, disrupting the focus and coordination of adversaries.

• Gravity Rune: Creating a gravitational bubble that slows the movement of those within, impeding their advance and evasive maneuvers.

• Repulsion Rune: Shoving away any who venture too close, creating a protective zone of personal space.

Warders are not mere defenders; they are the custodians of magical harmony, the stalwart bulwark against the chaos of mystical warfare. Through their mastery of protective spells and runic incantations, they carve out sanctuaries in the midst of conflict, shield allies from harm, and repel hostile forces.

Base Class Requirements : Ascectic, Blood Mage, Ruin Chanter, Orator, or Summoner.

HD : d8

Skills : base 4

Arcane Bulwark - The Warder may cast Quickened Mage Armor as a 1st level spell.  The Warder’s Mage Armor also gains additional +1 armor bonus per three class levels.

Imbue Armor - The Warder learns a unique spell called Imbue Armor.

* Imbue Armor(Abjuration[Force]) As an Immediate Action the Warder gains a deflection bonus to AC. (1st-1sp = +2\ 2nd-3sp = +4\ 3rd-5sp = +6\ 4th-7sp = +8)

Create Rune - Standard Action to create Rune within 50’ that lasts 10 minutes per class level; a Rune is identical to an Arcane Mark until activated.  Creating a Rune costs an amount of Spell Points equal to the spell level indicated.  Unless otherwise noted a Rune disappears after it is activated.

* Armistice Rune(4th) - Move Action to activate.  All within 30’ benefit from Heightened Sanctuary for a number of minutes equal to class level.
* Dampening Rune(3rd) - Immediate Action to activate.  Reduces AoE damage within 30’; targets take half damage on failed save and quarter damage on passed save from the AoE damage.
* Dazzling Rune(3rd) - Move Action to activate.  Dazes all within 30’ for one round.  No save.
* Gravity Rune(2nd) - Immediate Action to activate.  Halves movement within 30’ for a number of rounds equal to class level.  No save.
* Repulsion Rune(2nd) - Move Action to activate.  Pushes designated targets 30’ directly away from the Rune.  Failed Fort save leaves targets prone.

Force-Plate : The Warder’s Mage Armor now adds its armor bonus to the Warder’s Touch AC.  The Warder’s Mage Armor also blocks Magic Missile as the Shield spell.