Lawlessness is not welcomed in any of the western provinces. Wardens are the ones they call upon when laws are broken. The warden cares little for their own welfare only for the order they bring. Wardens find themselves in many different environments: crowded city streets to the barren deserts. A warden’s choice in armor is completely utilitarian. It is not as heavy as a warrior’s plate and comparable to the leather armor of rangers. The warden’s health and energy is also on par with a ranger.
Attributes
Cudgel MasteryHere are some of my other classes Jester, Familiar, Scholar.The warden prefers versatility in their weaponry. The cudgel can be used to crush bones, block attacks, and “gently” persuade its victims. The cudgel rests in the dominant hand. Cudgels can be Batons, Clubs, Tonfas, and Shillelagh.Sling Mastery
Thump-Cudgel Attack 5a 1/2c
If the target is dazed you do +5…15 damage
Backhand Crack-Cudgel Attack 10a 1/4c
Does +5…15 damage, if the next attack (within 2 seconds) is successful the target takes an additional +3…8 damage on that attack.
Break Jaw-Cudgel Attack 8a 1/2c
Interrupts current action, if that action was a shout or chant that skill is disabled for 10…20 seconds.
Impede Weaponry-Stance 10a
For 15 seconds you block 25…50% of incoming melee attacks. When an attack is blocked in this way the attacker takes 15…30 damage.
Clock-Elite Cudgel Attack 6a 1/2c
Dazes foe for 5...15 seconds.
Disarm-Cudgel Attack 10a 1/2c
One of the foes attacks skills is disabled for 15...30 seconds.
Lucky Block-10a 10r
The next incoming attack is blocked. If you take damage, you block the next attack.
A sling's damage is determined like any other weapon. A sling should be low damage. Sling hits count like any other physical attack so the would fall victim to empathy and other such skills.Justice (Primary) – When the warden is hit with an attack that takes more than 5% of their maximum health. The warden gains 1 stroke of adrenaline for every 2 points put into Justice.
A warden knows a well-placed shot can change the course of a battle. The sling sits in the off-hand and is manipulated by a series of two skills. The first loads the shot; the second takes the shot. Once loaded a sling will stay loaded until slung.
Rolled Rock-Sling Load 1c
Loads sling.
Lead Pellet-Sling Load 1.5c
Loads sling. +15...25 damage.
Icy Lodestone-Sling Load 10e 1c
Loads sling. Foe is slowed by 25% for 5…15 seconds upon impact.
Granite Chunk-Sling Load 2c
Loads sling. Foe suffers from a deep wound for 5…15 seconds upon impact.
Hot Embers-Sling Load 15e 1c
Loads sling. Target begins burning for 1…3 seconds upon impact. Causes no extra damage.
Blessed Ore-Sling Load 10e 1c
Loads sling. Damage becomes holy damage.
Gold Coin-Sling Hexed Load 15e 1c
Loads sling. For 5…15 seconds the target foe is 25% less likely to dodge of block attacks upon impact.
Handful of Pebbles-Sling Load 1.5c
Loads sling. Upon impact any adjacent foe is hit for 15…50% or the attack's damage.
Cracked Obsidian-Sling Load 15e 1c
Loads sling. Upon impact if the target was casting a spell it is interrupted and the foe takes +25…50damage. Otherwise the foe loses one condition.
Power Sling-Sling Release 5e 10r
Sling must be loaded. Target foe will take +50…75 damage. Sling will release in 3 seconds.
Quick Release-Sling Release 5e
Sling must be loaded. Target foe will take 25%…10% less damage. Sling will release in 1 second.
Aim Low-Sling Release 10r
Sling must be loaded. Target foe will become crippled for 5…15 seconds. Sling will release in 3 seconds.
Aim High-Sling Release 10r
Sling must be loaded. Target foe becomes dazed for 1…3 seconds. Sling will release in 3 seconds
Release-Sling Release 5e
Sling must be loaded. Sling will release in 2 seconds.
Sling Slap-Sling Attack 15e 1/2c 15r
Adjacent foe is interrupted, if the sling is loaded the foe becomes dazed for 2..5 seconds. Sling becomes unloaded.
Aim Hand-Sling Release 12a
Foes attack is interrupted and the foes next attack does 10...40% less damage.
Bolo-Skill 15e 1c 30r
For 20 seconds, The next 1...3 times the target foe moves the target is knocked down for 1 second.
Many wardens believe that justice is the only way. Wardens also know if it isn’t for them others will come into harms way. A warden does not give up easily. Many of the skills in this set as well as skullduggery are conditional.Skullduggery(Deception)
Blind Justice-Enchantment Spell 10e 1c 25r
While blind other ally does 20…60% more damage per attack. (Keep in mind blind has a 90% miss rate.)
Detain-Hex Spell 5e 1c 20r
For 10 seconds the next time the foe attacks, that foe will be crippled for 2…10 seconds.
Impartiality-Enchantment Spell 5e 1c 20r
For 5…15 seconds, when other ally attacks with an elemental weapon. The foe will be hit as if that foe were weak to that element.
Life Sentence-Hex Spell 15e 2c 25r
For 15 seconds the next time the victim casts a spell that will cause fatal damage. The spell caster takes 50…150 damage.
Death Sentence-Hex Spell 15e 2c 25r
For 15 seconds the next time a spell is cast that will cause fatal damage the spell caster takes 50…150 damage.
Rouge Justice-Spell 15e 1c 15r
Foe suffers from one of their recharging hexes. If there are no hexes recharging then this skill is disabled for 20 additional seconds.
Restitution-Enchantment Spell 10e 1c 25r
For 5…15 seconds, the other target ally does extra damage for every physical attack. The damage is equal to the lost percentage of health divided by 3.
Bounty-Hex Spell 5e 1c 15r
For 10...20 seconds, foe is 10% less likely to dodge or block attacks.
Pursuit of Truth-Skill 8a 15r
You lose 1...3 hexes.
Righteous Indignation-Enchantment Spell 15e 1c 30r
For 10...30 seconds you gain double adrenaline.
Unrelenting Justice-Enchantment Spell 15e 1c 30r
For 10...30 seconds, for every stroke of adrenaline you gain you also gain 25...50 health.
Love of Duty-Skill 15e 15r
You lose all adrenaline. For every stroke of adrenaline you had you gain 25...50 health. (Max 300)
Apprehend-Elite Skill -2a (Upkeep) 6a 45r Uses adrenaline as upkeep for the effect.
Touched target foe cannot act or move while skill is in effect. Skill effect ends if the target foe takes damage.
"Halt!"-Elite Shout 15a
If one...three random foes in earshot are in a stance that increases speed, that stance is ended.
Unfortunately, a warden must sometime dive into the shadow to apprehend a criminal. In the underbelly of the city Warden’s learn some of the tricks that have kept crime alive. If it works for crime, it will work just as well for the warden.
Blood Money- Spell 10e 1c 10r
Touched intelligent corporal foe (human, tengu, heket, centaur, and other intelligent physical beings) takes 25…50 physical damage for each of the foes available skills. (Max 150).
Flash Coin-Skill 5e 1/2c 20r
Closest foe is interrupted.
Hidden Dagger-Skill 5e 1/2c 20r
The next time a foe becomes adjacent. That foe takes 25…75 damage.
Long Con-Hex Skill 15e 1/2c 20r
For 10 seconds, foe takes 20% less damage from physical attacks. When this hex ends foe takes 20…50 damage for each hit suffered under the hex.
Revenge-Stance 20e 30r
For 10...20 seconds you have a 20-40% chance of dodging attacks. If a foe misses a melee attack then that foe takes 15...30 damage.
Open Contract-Hex Spell 10e 1/2c 20r
For 5...15 seconds, foe take 20% more damage.
Strong Arm-Hex Spell 10e 1/2c 20r
If touched foe is still in the area in 10...5 seconds. Foe takes 50...150 damage.
Disorderly Conduct-Enchantment Spell 15e 1c 30r
For 15...30 seconds you have a +5 health recharge rate. You become intoxicated (does not count for drunkard bonus).
Salted Wounds-Hex Spell 10e 1c 30r
For 15...30 if foes health goes below 10...45% then the foe has-3 health regeneration.
Entangling Net-Elite Skill 15e 1c 30r
For 15...30 seconds, each time foe attacks, the foe moves 5% slower (max 60%).
Suspicion- Spell 15e 30r
For every foe in the area you receive 5...15 armor (max 30)for 30 seconds.
Doublecross- Elite Spell 15e 15r
Reactivates one deactivated skullduggery skill, and deactivates two other random skills for 5...15 seconds.
Basic Instinct-Skill 8a
The next time you are hit from behind, you face the foe and that foe takes 20...60 physical damage.
Per suggestions:
I have added a couple of healing skills for examples.
I have made the sling attacks somewhat stronger and able to be executed while still fighting. Cast times remain on the loads.
I have also added a couple skills.
I changed the picture. (This one is a classic artwork by Goya, so if you don't like it you are not refined ) Two people fighting with what looks like cudgels or slings enjoy.
I have changed clock to become elite.
I have changed the requirements of some of the sling releases to allow them to become preemptive.
Added deception as a possible alternate to skullduggery.
Messed with the sling mastery category again removed some more of the adrenaline requirements and made time the price for admission.
Added bolo, entangling net, apprehend, doublecross, and suspicion.
Added halt, adjusted recharge times