Warder (Pathfinder): Difference between revisions

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[[Warder (Pathfinder)|Warder]] is part of [[Book of Nine Swords|Path of War]] and Dreamscarred Press's go at making a 3e "[[Tank#Character_Role|tank]]" class that didn't suck at doing that. It's an intelligence based, full BAB class with good fortitude and will saves (which is the best combo to have short of all good saves, since reflex is considerably less useful than the other two) and 4+int skills per level.
[[Warder (Pathfinder)|Warder]] is part of [[Book of Nine Swords|Path of War]] and Dreamscarred Press's go at making a 3e "[[Tank#Character_Role|tank]]" class that didn't suck at doing that. It's an intelligence based, full BAB class with good fortitude and will saves (which is the best combo to have short of all good saves, since reflex is considerably less useful than the other two) and 4+int skills per level.



Revision as of 17:39, 29 August 2020

Warder is part of Path of War and Dreamscarred Press's go at making a 3e "tank" class that didn't suck at doing that. It's an intelligence based, full BAB class with good fortitude and will saves (which is the best combo to have short of all good saves, since reflex is considerably less useful than the other two) and 4+int skills per level.

Where the other tank classes in the system failed is that they either lacked any way to prevent the enemy from just ignoring them till their friends were dead, or (with certain support) had aggro control that was essentially non-magical mind control. Warder solves this by imposing penalties on enemies that attack anyone else, and getting a lot of attack of opportunity support that lets them passively wear down the enemy in addition to the normal selection of offensive options. Like Warlord all of the class's innate disciplines (except the optional Eternal Guardian) are non-supernatural.

Warder is a tier 3 class. It does its intended role (protecting allies, staying alive and hitting the enemy) very well while still being useful when those abilities aren't useful thanks to its maneuvers giving it options in combat and (especially with trades for supernatural ones) out, plus it has impressive skills from its high intelligence.

The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Spheres of Guile: Agent - Courser - Envoy - Mastermind - Professional
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper
Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)