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Class record

Granite Warden

Support / Defender

Tier
2
Difficulty
2 / 5
Main role
Support
Secondary role
Defender

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Mage mastered or Earth mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Medicine, Magic, Religion, History, Survival or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The whistle of the cannonball-like projectile shrieked through the air only to be intercepted by a slab of stone erupting from the ground. The projectile and wall shattered and Taran burst through the debris and dust, his massive form like a wall in its own right as he brought his axe down in a devastating strike against one of the many Kratos swarming toward them, the shockwave shattering more than the one he’d directly struck.

“Keep those walls coming, Bethan! We’re almost there!”

Bethan barely had the breath to sprint to keep up with her husband, each of her steps bringing an echo of the battlefield and everything touching the ground. The large Fiend behind the small army of lesser Fiends sucked up another one of its minions, the creature screaming as it was chewed and molded into another projectile. It fired again at Taran but she didn’t have to intervene as he deflected the cannonball with a fist infused with stone.

A stomp of her dainty foot caused a fissure to spring open along Taran’s flank, swallowing a couple Kratos but mostly preventing the large group from jumping him right as he finally reached the Fiend that was spawning them. She slid her foot, scraping against the rock and she lifted her hand. Another wall shot up between Taran and the Fiend, catching a heavy claw blow that would have caught her husband full in the side. That left him with every opportunity to bring his axe down in a mana fueled blow.

Ten minutes later, they were standing among the evaporating remains of the Fiends and the rubble of her protective walls, cracks in the earth, and stone projectiles she’d created during the fight.

“That was closer than I like,” Taran said tiredly as she tied a bandage around his arm. 

“We handled it,” she said, reaching out to take his face in her small hands. “No one in the village was hurt, no homes were damaged.”

“I know. But this is the third attack this month. There must be a Dungeon nearby, somewhere.”

“That’s a problem for adventurers,” she insisted. “You’re not dragging me off to clear a Dungeon. We have kids, Taran.”

“I know…but…”

“Twenty years ago, we wouldn’t have hesitated, I know.” Bethan shifted his face until he was looking directly at her. “But we have something more important than our old glory days, now. We’ll send a message to Mothergreen and Northi to get some help with this when we get back home.”

Taran smiled and scooped her up into his arms and stood, drawing a laugh out of her. “What did I ever do to deserve such a wonderful wife?”

“Because you’re a wonderful husband. Also, the muscles didn’t hurt.”

Tactical guidance

Playing Granite Warden

Granite Warden is a support class that excels in buffing the defense on your allies.

Earth Armor increases the guard of an ally's armor, effectively making it 1 tier higher than it is. Note that you can't cast it on yourself.

Earth Infusion is a situational spell like all infusions. It reduces the damage from Lightning and Earth, which are both decent damage types to mitigate if you face an enemy that uses them.

Steady Ground is primarily a reaction tool to prevent an ally from getting knocked prone or if they would be pushed out of position. It does cost an RP, so it may not be worth usign every time.

Earth Shield is your primary tool in combat allowing you to exchange your RP to give someone else an RP against the most common attacks. It also gives a sizeable amount of Block if you have high focus, which can help low guard allies against attacks they can't dodge.

Granite Warden

Class features

Abilities unlocked

Complete rules for every ability granted by Granite Warden.

Key ability

Tremorsense

Class feature

Benefit 1

You gain Earth Mastery.

Benefit 2

You may use Tremorsense

1 RP
Range
60ft
Keywords
Aid

The target gains Immovable until the start of their next turn.

You may also use this for 2 AP instead.

Requirements

The target must be touching the ground.

2 AP
Range
5ft
Keywords
Enchantment,Aid,Earth

You touch a willing ally’s armor and enchant it with earthen power. Until the end of the encounter, it grants a +1 guard and +4 block bonus.

1 AP
Range
30ft
Keywords
Spell,Type,Earth

You surround a willing target in mud and rocks, changing their typing to Earth II. 

As an Earth II type, they take half damage from Lightning and Earth damage or attacks with the Lightning or Earth keyword unless that attack deals true damage. They take 50% more damage from Wind damage or attacks with the Wind keyword.

1 RP1 MP
Range
30ft
Keywords
Spell,Aid,Shield,Earth

You grant the target 1 RP they must spend on the Block action against the triggering attack. They gain a bonus to their Block for this action equal to your focus x 2.

Requirements

An ally within range is the target of a melee attack and/or physical attack.