Editing
Warden
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Mechanics=== By default, all Wardens possess two mechanics: '''Font of Life''', which permits you to roll a saving throw at the start of the turn as well as at the end, making you more resistant to effects, and '''Nature's Wrath''', which lets you mark someone next to you at the end of a turn and grants two default powers. These powers are Warden's Fury (an at-will immediate interrupt that attacks a nearby marked enemy who targets anyone but you and makes that target grant combat advantage to all allies if successful) and Warden's Grasp (an at-will immediate reaction that slides a marked enemy within 5 spaces that attacks someone besides you and renders them slowed and unable to shift for the turn). The mandatory subclass feature here is '''Guardian Might''', which categorizes Wardens in one of two categories based on what your secondary stat is (Considering that all Wardens WANT their Strength to be as good as possible). Alongside making this secondary be used for AC instead of Dexterity when wearing light or medium armor, they can do the following: * Con Wardens ** ''Earthstrength'' adds to the Con to AC business by doubling your Con Bonus on AC whenever you use Second Wind. This can make taking gambles with fighting less dangerous by virtue of your extra armor on top of the massive heal you just got. ** ''Stormheart'' acts as your most controller-like style by making your Second Wind shift around any enemies within 2 spaces of you and slowing all marked enemies within range. A lot of the powers that key to this include cold or lightning damage as effects. * Wis Wardens ** ''Lifespirit'' gives a bit of a supporting role by letting an ally spend a Healing Surge whenever you use Second Wind. Powers keyed to this always include a special perk that offers THP or defenses. ** ''Wildblood'' takes an alternate angle to the pure defender by making your marks more potent by adding Wis to all penalties when using Second Wind. What becomes apparent to anyone dealing with a Warden is that while their Fortitude NAD will be astronomical by virtue of their Strength being the one stat they'd want to max out and Will possibly not being that far behind based on subclass, Reflex will almost invariably suffer the hardest, as Int becomes a dead-weight stat and Dex being not far behind by also helping Initiative (though the Battlewise feat can negate even that).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information