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The Hearth-Warden (1.0) - Culture Specific Character Class

Only available to players of the Smallfolk Culture.



Undead hunters, vampire slayers, and guardians of the south. The Hearth-Warden is not a typical soldier. They are the "Quiet Sentinels" who ensure that the darkness which consumed the Halfling homelands never takes root in Shiandria. They combine the herbalism of the forest, the clockwork traps of the Gnomes, and a specialized "Light of the Hearth" magic to dismantle the restless dead.



Playing the Hearth Warden

This is possibly the most varied player class in all of the Dawn Lands. Trained from a young age to protect the Smallfolk people against the encroaching hoards of the undead. They have many varied and eclectic skills, all serving a purpose and all coming from a different aspect of their history and faith. If you want a lot of varied skills with a specialized purpose this class is for you. Be aware that there may not be undead enemies to fight at each event, but there are often undead foes to slay. 


Abilities:

Armor Allowed:  Level 1


Weapons Allowed:  Dagger, Knife, Stick, Club, Staff, Short Spear, Shortsword, Single Handed Hammer, Two Handed Hammer, Pole Hammer, Single Handed Ax, Two Handed Ax, and Pole Ax. 


Level 1

  • The Ancestral Vow: Due to the cultural trauma of the "Silent Invasion," the Hearth-Warden is immune to the Fear ability of Monsters, NPCs, and Players. Additionally, they gain a +1 Bonus to APR versus Undead and Ghost.


  • Cinder Lantern (Detect Undead): The Hearth Warden carries a lantern to light the way. This is practical and magical, containing holy hearth embers inside. This can give the effect of the Detect Undead Ability. Detect Undead: You may ask the local Guard or Loremaster if there are any undead in the area. You will then be told the type and number. This ability can be used once per day (1x/day). For this ability to work the Hearth Warden must carry a lantern of some sort.


  • Salt and Ash (Blade Blessing): The Warden carries pouches of sanctified salt mixed with the ash of a perpetual hearth fire. Three times per day the Hearth Warden may sprinkle the mixture upon their weapon, this grants them a +1 damage bonus to the weapon that they put this mixture on. This lasts until the end of the next/current battle, duel, or encounter. They may use it on multiple weapons but not on multiple players. This can be renewed by visiting a holy temple (or holy ground) along with a potion dealer.


  • Soul Speaker: You can communicate with ghosts.


Level 2

  • The Eternal Hearthfire: The Warden channels the warmth of Amara’s kitchen and the brilliance of Zann’s gems into a singular point of flame. This acts as a Fireball. Fireball: This is a red spell packet. You must call out “Fireball” when throwing the packet. Deals four points of damage, and CAN BE blocked by shields. Damage is also reduced by APR. This spell can be cast six times per day (6x/day)and can be renewed.


Level 3

  • Cultural Ability


Level 4

  • Zann’s Silver Blade: In the Hands of a Hearth Warden their weapon can damage ghosts and is considered Silver. Due to the Smallfolk connection to the Fae, a Hearth Wardens weapons can no longer be made of Cold Iron or engraved with Cold Iron, but they are now always considered Silver, free of charge.


Level 5

  • Salt and Ash (Blessed Circle): The Hearth Warden carries pouches of sanctified salt mixed with the ash of a perpetual hearth fire. The Hearth Warden may sprinkle the mixture on the ground in a circle around them. If they do it will repel any undead. They cannot physically attack the Hearth Warden with physical attacks (hands, claws, weapons etc), but may still use spells (like fireball and Negative Energy Blast) and abilities (like hypnotism). This can be used once per encounter, battle, or duel. You use this ability by actually pouring the mixture on the ground so it must be replaced after use. You then must go back to a Holy Area (or temple) and then to a Potion Dealer.


 Level 6

  • Cultural Ability


Level 7

  • Village Protector: If any of your party members are successfully damaged by any undead monster, NPC, or player you may relocate yourself to their location. In combat this works as follows, if your fellow party member is attacked then you may call a hold. You then move yourself to be standing in front of the other player, between them and the attacking undead. You may choose to take any of the damage that was dealt to them. This ability is unlimited in its daily uses but may be used only once per encounter, duel, or battle.


  • Salt and Ash (Improved Blade Blessing): The Warden carries pouches of sanctified salt mixed with the ash of a perpetual hearth fire. This is the same as the 1st level ability but now the Hearth Warden can apply this to other players in their party members but is limited to 3 total members. All the same requirements apply.


Level 8

  • Rootbound Resolve: The Hearth Warden stands over a fallen party member during an encounter, duel, or battle. As long as the Hearth Warden is alive and standing over, or next to the fallen comrade they cannot go below 1 HP. That fellow party member must not fight or take any other action. This ability can be used an unlimited number of times per day but only once per encounter, duel, or battle. 


Level 9

  • Cultural Ability


Level 10

  • Cinder Lantern (The Great Extinguishing): The Hearth Warden’s ultimate sacrifice. By shattering the barrier between their soul and the Lantern’s core, the Warden releases every spark ever gathered in a single, world-shaking pulse of absolute purity. The Hearth Warden prays over their Cinder Lantern, a quick prayer will do or a long prayer, it is up to the player. A massive shockwave of white hot ash and holy fire erupts from the Hearth Warden. Dealing 4 points of holy fire damage to everyone within the area of the current encounter. If this is a battle then it harms everyone within 5 paces. Armor reduces this damage equal to the wearers APR, a shield reduces this damage by half. This does double damage to all undead, and they are not protected by armor or shields. This instantly kills the Hearth Warden and they cannot be resurrected for one hour of real time. 


  • Improved Zann’s Silver Blade: Your blade (or any other weapon) now provides you with a +1 damage to all undead. Additionally if you hold this above your head and make a loud announcement for all to hear no undead can attack you and will flee in terror except for “Major Monster Characters” (such as the Lich Queen). This replaces Zann’s Silver Blade and acts as the original version of the ability .

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