Luck Die: d3.
Requirements
To become a warden scout, one must meet the following criteria:
- Alignment: Any non-evil.
- Base Attack Bonus: +5.
- Skills: Diplomacy 5+ ranks, Gather Information 5+ ranks, Handle Animal 5+ ranks, Survival 7+ ranks.
- Feats: Endurance, Track.
- Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
- The warden scout's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession: Any (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at each level: 4 + Intelligence modifier.
All of the following are class features of the warden scout prestige class.
- Base Attack Bonus: Good. A warden scout gains +1 base attack bonus per class level.
- Base Fortitude Save Bonus: Good. A warden scout gains a +½ base Fortitude save bonus per class level.
- Base Reflex Save Bonus: Poor. A warden scout gains +1⁄3 base Reflex save bonus per class level.
- Base Will Save Bonus: Poor. A warden scout gains +1⁄3 base Will save bonus per class level.
- Weapon and Armor Proficiencies: A warden scout gains proficiency with all simple and martial weapons, light armor, medium armor (except chainmail), and shields (except tower shields).
- Spells: Beginning at 2nd level, a warden scout gains the ability to cast a small number of divine spells. To cast a spell, he must have a Wisdom score of at least 10 + the spell's level, so a warden scout with a Wisdom score of 10 or lower cannot cast these spells. This prestige class' bonus spell are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the scout's Wisdom modifier. Warden scouts cast spells from the Warden Spell List. The character has access to any spell on this list and may freely choose which spell to prepare as in the case of a druid.
- Sprint (Ex): At 1st level, a warden scout may take the charge action to move three times his normal speed.
- Tireless (Ex): At 2nd level, a warden scout learns to endure the hardships and constant travel associated with their training and lifestyle. The DC for their Constitution checks doesn't suffer the normal circumstance penalty when warden scouts run for a number of rounds greater than the Constitution score.
- Favored Enemy (Ex): At 2nd level, a warden scout has served the Council long enough to learn the ways of the Council's most prominent enemies. The warden scout may select a favored enemy from among those given on the Warden Favored Enemies table, or another type of favored enemy approved by the DM. The warden scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 6th level and again at 10th level, the warden scout may select an additional favored enemy from those given on the table. In addition, at such time, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the warden scout chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the warden scout’s bonuses do not stack; he simply uses whichever bonus is higher. This bonus stacks with any similar bonus a warden scout may have if he has ranger levels.
Aberration Magical beast Animal Monstrous Humanoid Construct Ooze Dragon Outsider (air) Elemental Outsider (chaotic) Fey Outsider (earth) Giant Outsider (evil) Humanoid (alvari) Outsider (fire) Humanoid (aquatic) Outsider (good) Humanoid (dwarf) Outsider (lawful) Humanoid (goblinoid) Outsider (native) Humanoid (gnome) Outsider (water) Humanoid (halfling) Plant Humanoid (human) Undead Humanoid (orc) Vermin Humanoid (reptilian) - Ferocity (Ex): A warden scout is so strong and healthy at 3rd level that he can continue to fight or take full actions even while disabled or dying (see the Player's Handbook, page 145). The character still takes a point of damage for taking actions while disabled, and still suffers one point of damage every round they are dying unless stabilized by healing magic or a Heal check. If a dying warden scout takes any actions after becoming stable, they immediately begin losing one hit point per round until stabilized again.
- Bonus Feat: At 3rd level, a warden scout may select a bonus feat from the following list: Brawny, Charming, Clever, Learned, Quick, and Sturdy. The character must meet all prerequisites for the chosen feat.
- Great Fortitude: At 4th level, a warden scout gains the Great Fortitude feat as a bonus feat.
- Iron Will: At 5th level, a warden scout gains the Iron Will feat as a bonus feat.
- Lightning Reflexes: At 6th level, a warden scout gains the Lightning Reflexes feat as a bonus feat.
- Toughness: At 7th level, a warden scout gains the Toughness feat as a bonus feat.
- Resist Massive Damage (Ex): The rules for sustaining massive damage (see the Player's Handbook, page 145) do not apply to warden scouts of 8th level and above.
- Natural Armor (Su): At 9th level, the preturnatual resilience of a warden scout grants him a natural bonus to his Armor Class of +2. This bonus stacks with any other natural armor bonus the character may have.
- Natural Healing (Su): A 10th level warden scout has an exceptionally quick recovery time. He recovers twice his character level in hit points each night, and temporary ability damage is also recovered at twice the normal rate (i.e. 4 points per day of complete bed rest). In addition, one point of temporary ability damage is recovered each day even if the warden scout is active.
Spells
| |||||
Level |
Special
|
1st
|
2nd
|
3rd
|
4th
|
1st | Sprint |
0
|
-
|
-
|
-
|
2nd | Favored Enemy, Tireless |
0
|
-
|
-
|
-
|
3rd | Bonus Feat, Ferocity |
1
|
-
|
-
|
-
|
4th | Great Fortitude |
1
|
0
|
-
|
-
|
5th | Iron Will |
1
|
1
|
-
|
-
|
6th |
Favored Enemy, Lightning Reflexes
|
1
|
1
|
0
|
-
|
7th | Toughness |
1
|
1
|
1
|
-
|
8th | Resist Massive Damage |
1
|
1
|
1
|
0
|
9th | Natural Armor |
2
|
1
|
1
|
1
|
10th | Favored Enemy, Natural Healing |
2
|
2
|
1
|
1
|
Home Prestige Classes
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