House Deneith holds tight to its position as universal enforcer of the laws of Khorvaire, a responsibility inherited from the days of Galifar. Few among their ranks are as exalted and respected as the Sentinel Marshals, the house’s greatest heroes and law-keepers. Among the Sentinel Marshals are a select group of dragonmarked heirs of such burning commitment to the law that they develop a singular edge for enforcing it. These are the Deneith wardens—the most devoted members of a devoted House.
|Level||Base Attack Bonus||Fort||Ref||Will||Special|
|1st||+ 1||+ 2||+ 0||+ 0||Heir’s Mark, Least Dragonmark (Mark of Sentinel)|
|2nd||+ 2||+ 3||+ 0||+ 0||Track, Warden’s Authority|
|3rd||+ 3||+ 3||+ 1||+ 1||Subduing Strike|
|4th||+ 4||+ 4||+ 1||+ 1||Bonus Feat|
|5th||+ 5||+ 4||+ 1||+ 1||Devoted Lawkeeper + 2|
|6th||+ 6/+ 1||+ 5||+ 2||+ 2||Bonus Feat|
|7th||+ 7/+ 2||+ 5||+ 2||+ 2||Uncanny Dodge|
|8th||+ 8/+ 3||+ 6||+ 2||+ 2||Bonus Feat|
|9th||+ 9/+ 4||+ 6||+ 3||+ 3||Devoted Lawkeeper + 4|
|10th||+ 10/+ 5||+ 7||+ 3||+ 3||Mettle|
|11th||+ 11/+ 6/+ 1||+ 7||+ 3||+ 3||Improved Subduing Strike|
|12th||+ 12/+ 7/+ 2||+ 8||+ 4||+ 4||Bonus Feat|
|13th||+ 13/+ 8/+ 3||+ 8||+ 4||+ 4||Devoted Lawkeeper + 6|
|14th||+ 14/+ 9/+ 4||+ 9||+ 4||+ 4||Lie Detector|
|15th||+ 15/+ 10/+ 5||+ 9||+ 5||+ 5||Improved Uncanny Dodge|
|16th||+ 16/+ 11/+ 6/+ 1||+ 10||+ 5||+ 5||Bonus Feat|
|17th||+ 17/+ 12/+ 7/+ 2||+ 10||+ 5||+ 5||Devoted Lawkeeper + 8|
|18th||+ 18/+ 13/+ 8/+ 3||+ 11||+ 6||+ 6||Bonus Feat|
|19th||+ 19/+ 14/+ 9/+ 4||+ 11||+ 6||+ 6||Greater Subduing Strike|
|20th||+ 20/+ 15/+ 10/+ 5||+ 12||+ 6||+ 6||Bonus Feat, Devoted Lawkeeper + 10, Implacable|
Heir’s Mark: Levels in Deneith warden count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of his dragonmark. He can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of his dragonmark.
Least Dragonmark (Mark of Sentinel): At 1st level, the Deneith warden gains the Least Dragonmark feat associated with the Mark of Sentinel. This ability replaces the fighter bonus feat gained at 1st level.
Track: Starting at 2nd level, Deneith warden adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. This ability replaces the fighter bonus feat gained at 2nd level.
Warden’s Authority: The Deneith warden has the weight of the Sentinel Marshals and House Deneith behind him, granting a +1 circumstance bonus on Diplomacy and Intimidate checks at 2nd level. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces the fighter’s bravery.
Subduing Strike: From 3rd level on, the Deneith warden can choose to deal nonlethal damage with any melee weapon without taking the normal penalties for doing so. This ability replaces the fighter’s armor training gained at 3rd level.
Devoted Lawkeeper: From 5th level on, the Deneith warden gains an edge against those he knows have broken the law. This grants him a + 2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against known criminals, as well as a + 2 bonus on weapon damage rolls against such characters.
This bonus increases to + 4 at 9th level, + 6 at 13th level, + 8 at 17th level, and + 10 at 20th level.
For a foe to qualify as a known criminal for the purpose of this ability, the Deneith warden must either have witnessed the individual engaged in a criminal act, had the criminal act reported to him by a member of a legitimate law enforcement agency, or made a successful Sense Motive check to ascertain the truth of the crime as reported by one of its victims. The crime must have occurred within a number of months equal to his class level for minor offenses (petty theft, vandalism, and so on), or within a number of years equal to his class level for major offenses (murder, rape, treason, and so on). If the individual has served the full punishment due for the crime, he does not gain the benefits of this ability against him. This ability replaces the fighter’s weapon training.
Uncanny Dodge: At 7th level, a Deneith warden gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A Deneith warden with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him. This ability replaces the fighter’s armor training gained at 7th level.
Mettle: At 10th level, the Deneith warden’s devotion and single-mindedness allow him to shrug off magical effects that would otherwise harm or impede him. If he makes a successful Will or Fortitude saving throw against a spell or spell-like ability that normally has partial or reduced effects on a successful save, he instead suffers no effect at all. This ability replaces the fighter bonus feat gained at 10th level.
Improved Subduing Strike: At 11th level, the Deneith warden’s subduing strike becomes even more potent. Any time he deals 15 or more points of nonlethal damage with a single attack, his target must succeed on a Fortitude save (DC 5 + damage dealt) or be shaken for 1 round. This ability replaces the fighter’s armor training gained at 11th level.
Lie Detector: At 14th level, the Deneith warden can take 10 on any Sense Motive check, even if threatened or distracted. This ability replaces the fighter bonus feat gained at 14th level.
Improved Uncanny Dodge: At 15th level and higher, a Deneith warden can no longer be flanked. This defense denies a rogue the ability to sneak attack the Deneith warden by flanking him, unless the attacker has at least four more rogue levels than the target has Deneith warden levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. This ability replaces the fighter’s armor training gained at 15th level.
Greater Subduing Strike: At 19th level, the Deneith warden can make a single attack to deal nonlethal damage that has the potential to stun his foe. He must declare the use of this ability before he rolls the attack. If the attack hits, the target must attempt a Fortitude save (DC 10 + his Deneith warden level + his Strength modifier) or be stunned for 1 round, then shaken for 1d4 rounds. He can use this ability a number of times per day equal to his Deneith warden level, but no more than once per round.
In addition, the saving throw DC for his improved subduing strike ability increases to 10 + damage dealt. This ability replaces the fighter’s armor mastery.
Implacable: At 10th level, if you have line of sight to a known lawbreaker (as defined by the devoted lawkeeper ability), you gain a +6 morale bonus on Will saves. This ability replaces the fighter’s weapon mastery.