Jailer
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The Warden
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Most wardens prefer to defend their allies through supportive means, typically in the form of mighty bulwarks and healing magics. There are some wardens that instead prefer to support their allies in the form of restricting and hampering those who wish to harm his allies. These wardens, known as jailers, use more advanced means of detainment than a standard warden. Jailers are known to be able to ground even the most formidable of creatures, binding them to their fate.

Detain (Sp)

At 2nd level, as a standard action, the jailer may release a burst of restrictive magic towards a single creature within his guard range. The target must succeed a Reflex save (DC 10 + 1/2 his class level + his casting ability modifier) or be entangled for a number of rounds equal to the jailer’s class level. Entangled creatures may attempt to break free as a move action by attempting a Strength check or Escape Artist check against the Reflex save DC.

The jailer may spend a spell point when using this ability to amplify it. When amplified, the target is also bound to the ground on a failed save, making them unable to move until they remove the entangled condition.

This replaces routine patrol.

Jailer’s Reinforcements

The jailer gains a number of reinforcements that are unique to the jailer archetype.

Detaining Strike

As a standard action, the jailer may make a single weapon attack in conjunction with using his detain ability. The use of this ability does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by his detain ability. This ability counts as having the strike descriptor for the purposes of meeting the prerequisites for, and interacting with the Spell Attack feat.

Drain Confidence (requires confidence, detain class feature) [AoP2]

Whenever the jailer would use his detain ability, on a failed save, the creature’s natural charisma and confidence begins to drain from them. As long as the creature is detained, at the start of their turn, they suffer 2 points of Charisma damage.

If the jailer would amplify his detain ability, the jailer also gains a +1 bonus to Charisma ability checks and Charisma-based skill checks for as long as the creature is detained.

The jailer may choose to use this ability without the target suffering any of the other effects of his detain ability, potentially allowing him to use this ability out of combat. When used in this way, the creature must instead succeed at a Will saving throw instead of a Reflex saving throw; in addition to gaining a new saving throw against the effect whenever they would spend a move action to attempt to break free.

Drain Vitality (requires altruism, jailer 12)

Whenever the jailer would use his detain ability, on a failed save, the creature’s life force begins to rejuvenate an ally within the jailer's guard range. As long as the creature is detained, at the end of their turn, they suffer 1d8 points of damage per 4 class levels the jailer possesses, in addition to the chosen ally regaining half of the damage suffered as hit points. If the jailer would amplify his detain ability, the chosen ally instead heals the full amount of damage suffered.

Inescapable Bonds

A detained creature must use a standard action to attempt to break free from the entangled condition, instead of a move action. Additionally, the DC to break free from the detained condition increases by 2.

Interrogative Bonds (requires intuition, jailer 6)

Whenever the jailer would use his detain ability, on a failed save, the jailer learns one piece of information about the target from the following list: AC, CMD, a saving throw bonus, a vulnerability, an immunity or a resistance. If the jailer would amplify his detain ability, he instead learns two pieces of information from the above list.

Mass Detain (requires jailer 6)

Whenever the jailer would use his detain ability, he may use it as a full-round action and spend a spell point to target 1 additional creature per 2 jailer levels (minimum 1). The warden may spend an additional spell point when amplifying his detain ability when using mass detain to allow all instances of his detain to be amplified.

Mindbreaker (requires willpower, jailer 8)

Whenever the jailer would use his detain ability, on a failed save, the detained creature also suffers a penalty to Will saves equal to the jailer's guard bonus for the duration of the ability.

Positive Energy Tether (requires altruism, jailer 6)

Whenever a detained creature would magically regain hit points, the jailer can spend a spell point as an immediate action or by expending an attack of opportunity to redirect an amount of healed hit points equal to the jailer's class level (minimum 1) to a creature he can see within his guard range.

Vinculum of Aging (requires sentimentality, jailer 12)

Whenever the jailer would use his detain ability, he may spend a spell point to infuse the hampering energies with accelerated time. On a failed save, the detained creature must then attempt a Will saving throw each round they remain detained or increase their age by 1 category (young adult to middle age, middle age to old age, and old age to venerable), suffering the penalties as normal (but not the benefits). This cannot cause the target to die of old age, and the increase to age category (in addition to the penalties associated with it) are removed when the creature is no longer detained. If the jailer would amplify his detain ability, the penalties to all physical scores are instead doubled.

Focusing Bind (Sp)

At 4th level, whenever a creature would fail their saving throw against the jailer’s detain ability, the jailer may regain his martial focus as an immediate action.

This replaces focusing guard.

Agonizing Shackles

At 5th level, the jailer’s detain ability becomes more volatile and damaging. When a creature would fail their initial saving throw against his detain ability, and at the start of their turn while they are entangled, the jailer may deal an amount of bludgeoning damage equal to half his jailer level (minimum 1). If the jailer would amplify his detain ability, the damage dealt increases by an amount equal to his casting ability modifier (minimum 1), and deals force damage instead of bludgeoning.

This replaces projected empathy.

Planar Anchor

At 7th level, when using his detain ability, the jailer may spend a spell point to infuse his detain ability with planar anchors. A detained creature attempting to teleport or cross planes must succeed a magic skill check against the jailer’s magic skill defense. If the creature fails, the attempt fails, losing any spell points spent in the process.

This replaces lingering guard.

Improved Detain (Su)

At 9th level, the jailer’s ability to bind and restrict is reaching perfection. Whenever the jailer would use his detain ability, he may spend a spell point to instead make the target suffer the penalties of the grappled condition on a failed save; the creature is not actually grappled during this time, only suffering the condition's penalties (meaning that the detained creature must attempt to break free using a Strength or Escape Artist check as normal). If the jailer would amplify his detain ability, the target suffers the penalties of the pinned condition on a failed save; the creature is not actually pinned during this time, only suffering the condition's penalties.

This replaces improved patrol.

Boundless Chains

At 14th level, the jailer’s detain ability immediately bypasses any immunities to the entangled, grappled, or pinned conditions, such as the freedom of movement spell or similar effects, with the immunity instead being reduced to a +4 bonus to all saving throws against the jailer’s detain ability.

This replaces the reinforcement gained at 14th level.

Jailer of the Many (Su)

At 20th level, the jailer becomes an unstoppable binder of his enemies, ensuring they remain bound and detained. All saving throws made against the jailer’s detain ability must be rolled twice, taking the least favourable result. The jailer may also use his detain ability as a full-round action instead of spending a spell point when amplifying his detain ability. Additionally, a detained creature must break free of the detained condition twice before they remove the entangled condition and the penalties of detain.

This replaces warden of the many.


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