Gray Warden (Apath)

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Unofficial rules compendium

Gray wardens thrive when justice is up for grabs by anyone with wit and charisma. Taking justice into their own hands, gray wardens can be vigilantes or legal agents, but they all make a spectacle of justice.

Class Information

This is a prestige class archetype.

Prestige Class: Gray Gardener from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Inquisitor.

Role: Gray wardens strike with surprise, but once they have the advantage they play for any audience present.

Alignment: Gray wardens can be of any alignment, but they tend to be either good or lawful, not both. Lawful gray wardens are enforcers for questionable governments. Chaotic gray wardens are vigilantes or crimefighters.

Hit Die: d8.

Class Skills

The gray warden’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features

This archetype has all inquisitor class features, except as noted.

Anonymity (Ex)

A Gray Warden receives a morale bonus equal to 1/2 his class level on Bluff and Disguise checks made to conceal his identity. This replaces monster lore.

Harsh Judgment (Su)

A Gray Warden can pronounce judgment on his enemies. This ability functions like the inquisitor judgment ability, except a Gray Warden can choose only the destruction, piercing, purity, and smiting judgments. For the purpose of determining the bonuses provided by these judgments, a Gray Warden's class levels stack with any levels in other classes that grant the judgment ability. Sinister bane and harsh judgement replaces judgement.

Grim Investigator (Ex)

At 2nd level, a Gray Warden can use Intimidate instead of Diplomacy to gather information. He can reroll any Sense Motive check that opposes someone's Bluff check before the results of the check are revealed, but must take the result of the reroll, even it's worse than the original. This replaces detect alignment.

Execution Feats (Ex)

At 3rd level, and every three levels thereafter, the Gray Warden gains a bonus feat in addition to those gained from normal advancement. These feats must be taken from the following list: Cleaving Finish, Enforcer, Fearsome Finish, Gang Up, Vital Strike, Sidestep. At 12th level, the following feats are added to the list: Dastardly Finish, Deadly Finish, Improved Cleaving Finish, Improved Vital Strike. A Gray Warden need not have any of the prerequisites normally required for these feats to select them. This replaces teamwork feats.

Dramatic Interrogation (Ex)

At 5th level, if a Gray Warden threatens a helpless creature, he gains a +5 competence bonus on Diplomacy, Intimidate, and Perform checks to influence creatures that have a starting attitude of hostile, unfriendly, friendly, or helpful toward the helpless creature, including the helpless creature itself. This replaces solo tactics.

Sinister Bane (Su)

At 8th level, whenever a Gray Warden uses the bane ability on a melee weapon, his weapon also gains the menacing weapon special ability. Sinister bane and harsh judgement replaces judgement.

Slaying Judgment (Su)

At 11th level, while using the judgment or harsh judgment ability, a Gray Warden can declare a slaying judgment against a foe when he makes a melee attack (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the creature must make a Fortitude saving throw as if struck by a slaying arrow of its creature type. The DC of this save is equal to 10 + the Gray Warden's class level + the Gray Warden's Wisdom modifier. A Gray Warden can use this ability once per day. This replaces stalwart.

True Death (Su)

At 14th level, anyone slain by a Gray Warden becomes more difficult to bring back from the dead. Attempts to use raise dead or similar magic to resurrect such a creature require a successful DC 25 caster level check, or the spell fails and any material components are wasted. This replaces slayer.

Final Demise (Sp)

At 17th level, once per week, when a Gray Warden kills a creature with a melee weapon, he can draw the soul out of the dead body and imprison it in his weapon as if using the soul bind spell (caster level equal to the Gray Warden's character level). The grey warden's weapon can hold any number of souls, or he can store the souls in many different weapons. Destroying the weapon or dispelling this effect frees the soul.

Table: Gray Warden

Base Attack
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Anonymity, domain, harsh judgment 1/day, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, grim investigator, track 2
3rd +2 +3 +1 +3 Solo tactics, execution feat 3
4th +3 +4 +1 +4 Harsh judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies, dramatic interrogation 4 2
6th +4 +5 +2 +5 Execution feat 4 3
7th +5 +5 +2 +5 Harsh judgment 3/day 4 3 1
8th +6/+1 +6 +2 +6 Second harsh judgment, sinister bane 4 4 2
9th +6/+1 +6 +3 +6 Execution feat 5 4 3
10th +7/+2 +7 +3 +7 Harsh judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Slaying judgment 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane, execution feat 5 5 4 3
13th +9/+4 +8 +4 +8 Harsh judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +4 +9 True death 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Execution feat 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Harsh judgment 6/day, third harsh judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Final demise 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Execution feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Harsh judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Monster Lore
  • Detect Alignment
  • Solo Tactics
  • Judgement
  • Stalwart
  • Exploit Weakness
  • Slayer
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