Post by Nifredil on Apr 10, 2017 20:30:48 GMT
Paragons - Wardens
Wardens are a paragon class of nature guardians. Think of the clay soldiers found in the Chinese Emperors tomb, but alive not golems. They are a melee class, often found in defense of a natural resource or set to guard outside a city or occasionally even a tomb. They can have 1 lead, two lieutenants and trainees per realm. They can come from any warrior or priest class combination. Assassin can not be one of the classes to attain this paragon.
They wear armor like a warrior, but wooden rather than metal. They shun metals if at all possible, developing techniques to hone wood to be as strong as steel. This technique is used to develop both armor and weapons. Weapons would then be made of such as well. AC 3 is therefore allowed. They can use shields if they so choose. It is not uncommon for Warden weaponry to be aflame.
They are masters of both fire and wood. Their wooden creations are thus inflammable. They can use any weapon, but typically prefer melee combat.
They employ a variety of magics based upon fire and wood. These include such things as creating walls of fire or commanding the surrounding trees to ensnare an opponent.
As Warden is a paragon class, it can only be unlocked by achieving (but not attaining) Archetype status in either Warrior, Ranger, Druid, Shaman, Cleric or Bard.
Warden Class Combinations are;
-- Druid/Ranger: Pathfinder
A well versed master of nature and elements. Melding together the elemental powers of the druid with the tracking and hunting skills of a ranger. Allowing for them to defend nature with skills of stalking while bringing nature itself to the fore to bring down those they deem a threat.
-- Shaman/Ranger: Spirit Walker
Spiritual naturalists that meld together the use of ancestors along with the potent hunting abilities. Well in touch with the spiritual side of nature they can even move beyond the Veil to pursue their quarry. Few places are out of reach for this combination. Even contacting their ancestors or spirits to better help them defend themselves and that which they guard.
-- Cleric/Ranger: Soulguard
Using a meld of the healing and blessings of a cleric. Combined with the fighting abilities of the ranger. Make this melding quite adapt at granting boons to allies while still being a fighting force on the battle field.
-- Druid/Warrior: Wealdknight
A fierce combination allowing for the brute force and understanding of weapons and armor. To allow for better use of the weapons and armor they enchant with the magics of the elements.
-- Shaman/Warrior: Visitant
Much like the shaman ranger. This combination melds the ability to bring forth ancestors to assist in defenses. Aiding the already skilled warrior in his weapons and armor even further. Able to look beyond into the veil seeking out any threats to assist them.
-- Shaman/Druid: Spirit Shaper
Combines the raw energy of the elemental planes with the spiritual world of the Shaman. This translates to an Aetheric/Netheric flavor to elemental forces, such as Dark Fire or Light Waves, resulting in powerful attack and defense, as well as granting even more formidable Warders. One's communication with the spirit world can cross even planar boundaries.
-- Cleric/Warrior: Tempest
A storm on the battle field melding the abilities to call upon the divine wrath. While still using heavy weapons and armor to create paths of destruction. A holy protector. Tempests can be either Neutral or Chaotic in alignment.
-- Bard/Druid: Stormsinger
Can mingle the use of elements combined into their amazing singing abilities. Calling forth defensive or offensive elements with some well placed notes and singing.
-- Cleric/Bard: Cantillate
A divine singer. Calling out to their deity in hymns that can bless or injure at their choice. A righteous singer in the service of their deity.
-- Bard/Warrior: Fury
Singing battle songs striking fear into the hearts of those that stand in their way. Cutting through their opponents with battle lust. Then singing of their exploits with in the tavern afterwards.
At rank 4.3 They hold the title Protector
At rank 4.4 They hold the title Guardian
At rank 4.5 They hold the title Warden
Wardens are a paragon class of nature guardians. Think of the clay soldiers found in the Chinese Emperors tomb, but alive not golems. They are a melee class, often found in defense of a natural resource or set to guard outside a city or occasionally even a tomb. They can have 1 lead, two lieutenants and trainees per realm. They can come from any warrior or priest class combination. Assassin can not be one of the classes to attain this paragon.
They wear armor like a warrior, but wooden rather than metal. They shun metals if at all possible, developing techniques to hone wood to be as strong as steel. This technique is used to develop both armor and weapons. Weapons would then be made of such as well. AC 3 is therefore allowed. They can use shields if they so choose. It is not uncommon for Warden weaponry to be aflame.
They are masters of both fire and wood. Their wooden creations are thus inflammable. They can use any weapon, but typically prefer melee combat.
They employ a variety of magics based upon fire and wood. These include such things as creating walls of fire or commanding the surrounding trees to ensnare an opponent.
As Warden is a paragon class, it can only be unlocked by achieving (but not attaining) Archetype status in either Warrior, Ranger, Druid, Shaman, Cleric or Bard.
Warden Class Combinations are;
-- Druid/Ranger: Pathfinder
A well versed master of nature and elements. Melding together the elemental powers of the druid with the tracking and hunting skills of a ranger. Allowing for them to defend nature with skills of stalking while bringing nature itself to the fore to bring down those they deem a threat.
-- Shaman/Ranger: Spirit Walker
Spiritual naturalists that meld together the use of ancestors along with the potent hunting abilities. Well in touch with the spiritual side of nature they can even move beyond the Veil to pursue their quarry. Few places are out of reach for this combination. Even contacting their ancestors or spirits to better help them defend themselves and that which they guard.
-- Cleric/Ranger: Soulguard
Using a meld of the healing and blessings of a cleric. Combined with the fighting abilities of the ranger. Make this melding quite adapt at granting boons to allies while still being a fighting force on the battle field.
-- Druid/Warrior: Wealdknight
A fierce combination allowing for the brute force and understanding of weapons and armor. To allow for better use of the weapons and armor they enchant with the magics of the elements.
-- Shaman/Warrior: Visitant
Much like the shaman ranger. This combination melds the ability to bring forth ancestors to assist in defenses. Aiding the already skilled warrior in his weapons and armor even further. Able to look beyond into the veil seeking out any threats to assist them.
-- Shaman/Druid: Spirit Shaper
Combines the raw energy of the elemental planes with the spiritual world of the Shaman. This translates to an Aetheric/Netheric flavor to elemental forces, such as Dark Fire or Light Waves, resulting in powerful attack and defense, as well as granting even more formidable Warders. One's communication with the spirit world can cross even planar boundaries.
-- Cleric/Warrior: Tempest
A storm on the battle field melding the abilities to call upon the divine wrath. While still using heavy weapons and armor to create paths of destruction. A holy protector. Tempests can be either Neutral or Chaotic in alignment.
-- Bard/Druid: Stormsinger
Can mingle the use of elements combined into their amazing singing abilities. Calling forth defensive or offensive elements with some well placed notes and singing.
-- Cleric/Bard: Cantillate
A divine singer. Calling out to their deity in hymns that can bless or injure at their choice. A righteous singer in the service of their deity.
-- Bard/Warrior: Fury
Singing battle songs striking fear into the hearts of those that stand in their way. Cutting through their opponents with battle lust. Then singing of their exploits with in the tavern afterwards.
At rank 4.3 They hold the title Protector
At rank 4.4 They hold the title Guardian
At rank 4.5 They hold the title Warden