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Clan Warden (Xeph)


Clan Warden (Inquisitor)

To most xeph, the clan and hearth are the most important aspects of life itself. The clan warden always works to keep them safe against all threats, keeping an ever watchful eye on the horizon, as well as visitors. Should danger arise, he is the first to act and the most decisive of the clans defenders.

Weapon and Armor Proficiencies

The clan warden does not gain the favored weapon of his diety (if any), and instead gains proficiency with the xephyr dagger and rapier.

Domain

The clan warden’s domain must be selected from the community, liberation, protection, travel, or war domains.

Judgment

When defending his home community, the clan warden treats his class level as three higher when determining the effect of his judgment. The clan warden chooses his home community by residing there for at least a month and may only have one home community at any time.

Warden’s Gaze (Ex)

Clan wardens are skilled at noticing threats and deception in their community. The clan warden gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in his home community. At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2.

This ability replaces stern gaze.

On the Scene

Starting at 2nd level, a clan warden’s natural speed and agility is bolstered while within his home community, granting him a +5 ft. morale bonus to his base speed. This ability does not function if the clan warden is wearing medium or heavy armor or when carrying a medium or heavy load.

This ability replaces track.

Tactician (Ex)

At 3rd level, a clan warden receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the clan warden can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the clan warden possesses. Allies do not need to meet the
prerequisites of these bonus feats. The clan warden can use this ability once per day at 3 rd level, plus one additional time per day at 5th level and for every 5 levels thereafter.

This ability replaces solo tactics.

Protect the Community

At 6th level, the clan warden has learned to share his innate abilities to protect his allies. As a swift action, the clan warden can expend his psionic focus to grant a number of allies up to half his Wisdom modifier (minimum 1) the benefits of his racial burst ability. This consumes a daily use of the racial ability and the clan warden does not gain the benefit of the racial ability.

This ability replaces the teamwork feat normally gained at 6th level.

Section 15: Copyright Notice

Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith