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Deneith Warden

(Dragonmarked variant, p. 105)

The Deneith warden is devoted, body and soul, to the apprehension of lawbreakers wherever they are found.

Requirements

Base Attack Bonus: +4

Alignment: Any lawful

Skills: Gather Information 4 ranks

Feats: Least Dragonmark (Mark of Sentinel)

Special: Must be a member of the Sentinel Marshals of House Deneith, or must have proven dedication to the house and been granted permission to petition to join the Sentinel Marshals.


Hit die

d10

Skill points

4 + Int

Class Features

Heir's Mark: Levels in the Deneith warden prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.

Tracker: As a Deneith warden, you gain either Track or Urban Tracking (ECS 61) as a bonus feat.

Warden's Authority (Ex): You have the weight of the Sentinel Marshals and House Deneith behind you, granting a +1 circumstance bonus on Diplomacy, Gather Information, and Intimidate checks. This bonus increases to +2 at 2nd level, and increases by 1 every two levels thereafter.

Subduing Strike (Ex): From 2nd level on, you can choose to deal nonlethal damage with any melee weapon without taking the normal penalties for doing so.

Devoted Lawkeeper (Ex): From 3rd level on, you gain an edge against those you know have broken the law. This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against known criminals, as well as a +2 bonus on weapon damage rolls against such characters.

This bonus increases to +4 at 6th level, and to +6 at 9th level.

For a foe to qualify as a known criminal for the purpose of this ability, you must either have witnessed the individual engaged in a criminal act, had the criminal act reported to you by a member of a legitimate law-enforcement agency, or made a successful Sense Motive check to ascertain the truth of the crime as reported by one of its victims. The crime must have occurred within a number of months equal to your level in this class for minor offenses (petty theft, vandalism, and so on), or within a number of years equal to your level in this class for major offenses (murder, rape, treason, and so on). If the individual has served the full punishment due for the crime, you do not gain the benefits of this ability against him.

Uncanny Dodge (Ex): At 4th level, you react to danger before your senses would normally allow you to do so and cannot be caught flat-footed. (See the barbarian class feature, PH 26.)

Mettle (Ex): At 5th level, your devotion and single-mindedness allow you to shrug off magical effects that would otherwise harm or impede you. If you make a successful Will or Fortitude saving throw against a spell or spell-like ability that normally has partial or reduced effects on a successful save, you instead suffer no effect at all.

Improved Subduing Strike (Ex): At 6th level, your subduing strike becomes even more potent. Any time you deal 15 or more points of nonlethal damage with a single attack, your target must succeed on a Fortitude save (DC 5 + damage dealt) or be shaken for 1 round.

Improved Uncanny Dodge (Ex): From 7th level on, you can no longer be flanked. (See the barbarian class feature, PH 26.)

Lie Detector (Ex): At 8th level, you can take 10 on any Sense Motive check, even if threatened or distracted.

Greater Subduing Strike (Ex): At 10th level, you can make a single attack to deal nonlethal damage that has the potential to stun your foe. You must declare the use of this ability before you roll the attack. If the attack hits, the target must attempt a Fortitude save (DC 10 + your Deneith warden level + your Strength modifier) or be stunned for 1 round, then shaken for 1d4 rounds. You can use this ability a number of times per day equal to your Deneith warden level, but no more than once per round.

In addition, the saving throw DC for your improved subduing strike ability increases to 10 + damage dealt.

Implacable (Su): At 10th level, if you have line of sight to a known lawbreaker (as defined by the devoted lawkeeper ability), you gain a +6 morale bonus on Will saves.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Heir's mark, tracker, warden's authority +1
2nd +2 +3 +0 +0 Subduing strike, warden's authority +2
3rd +3 +3 +1 +1 Devoted lawkeeper +2
4th +4 +4 +1 +1 Uncanny dodge, warden's authority +3
5th +5 +4 +1 +1 Mettle
6th +6 +5 +2 +2 Devoted lawkeeper +4, improved subduing strike, warden's authority +4
7th +7 +5 +2 +2 Improved uncanny dodge
8th +8 +6 +2 +2 Lie detector, warden's authority +5
9th +9 +6 +3 +3 Devoted lawkeeper +6
10th +10 +7 +3 +3 Greater subduing strike, implacable, warden's authority +6

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Craft INT no no
Diplomacy CHA no no
Escape Artist DEX no yes
Gather Information CHA no no
Intimidate CHA no no
Knowledge (local) INT yes no
Knowledge (nobility and royalty) INT yes no
Listen WIS no no
Open Lock DEX yes no
Ride DEX no no
Search INT no no
Sense Motive WIS no no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Use Rope DEX no no

Spells for Deneith Warden

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