The Cats
2014-01-17, 12:09 AM
Wardkeeper
Kami are the ancient spirits of nature, created by the gods as guardians for those parts of nature that could not protect themselves. Immortal and powerful, kami rarely give thought to the tiny, short-lived mortal races. Once in a great while, though, a mortal catches the attention of a powerful kami and gains its favour through providing a service to or otherwise honoring the kami.
The kami, usually a jinushigami, bestows upon the mortal a gift disguised as a further service to the kami. He is charged with the lifelong protection of a shikigami and its ward.
The newly-made wardkeeper is granted amazing power by his jinushigami patron and their shikigami ward; power enough to protect his ward and empower any allies who may aid him.
Role: While no pushovers on their own, Wardkeepers truly shine as part of a team. With abilities that strengthen both themselves and their allies, a group of adventurers with a wardkeeper among them is a force to be reckoned with.
Alignment: Any non-evil
Religion: Wardkeepers must be followers of Kami-do
Hit die: d10
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The wardkeeper’s class skills are Craft (all), diplomacy, heal, knowledge (geography), knowledge (nature), knowledge (religion), perception, profession (all), sense motive, stealth, survival and use magic device.
Skill ranks per level: 4+int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+2|+0|+2|Sutra Caster, Sutra, Ward Sight, Kami Ward, Ward Bonus
2|+1|+3|+0|+3|Ward Bonus, Ward Feat
3|+2|+3|+1|+3|Kami Familiar, Sutra
4|+3|+4|+1|+4|Ward Bonus, Weapon Ward, Magic Ward
5|+3|+4|+2|+4|Split Ward 1, Sutra
6|+4|+5|+2|+5|Ward Bonus, Ward Feat
7|+5|+5|+3|+5|Merge With Ward, Sutra
8|+6/+1|+6|+3|+6|Ward Bonus, Returning Ward
9|+6/+1|+6|+4|+6|Sutra
10|+7/+2|+7|+4|+7|Ward Bonus, Ward Feat
11|+8/+3|+7|+5|+7|Split Ward 2, Sutra
12|+9/+4|+8|+5|+8|Ward Bonus
13|+9/+4|+8|+6|+8|Merge With Split Wards, Sutra
14|+10/+5|+9|+6|+9|Ward Bonus, Ward Feat
15|+11/+6/+1|+9|+7|+9|Animate Ward, Sutra
16|+12/+7/+2|+10|+7|+10|Ward Bonus
17|+12/+7/+2|+10|+8|+10|Split Ward 3, Sutra
18|+13/+8/+3|+11|+8|+11|Ward Bonus, Ward Feat
19|+14/+9/+4|+11|+9|+11|Animate Split Wards, Sutra
20|+15/+10/+5|+12|+9|+12|Blessing of the Kami[/table]
Weapon and armor proficiencies: Wardkeepers are proficient with all simple weapons. Wardkeepers are proficient with light armor, medium armor and shields (except tower shields).
Sutra Casting(Ex) Wardkeeper are shown the secrets of magical sutras by their patron kami to aid them in protecting their ward from oni and other evil spirits. Wardkeepers gain Sutra Caster as a bonus feat at 1st level, even if they do not meet all the prerequisites. Wardkeeper is a sutra caster class. Wardkeepers know one sutra at 1st level. At every odd level the wardkeeper learns a new sutra. If the wardkeeper already knows the maximum amount of sutras (twice their unenhanced wisdom modifier) they will learn the new sutra as soon as they increase their unenhanced wisdom modifier.
Ward Sight(Su) A wardkeeper can inherently tell if a something is a kami’s ward and if a kami or wardkeeper is merged with the ward by looking at it. A wardkeeper can determine the direction of all wards within ten miles by concentrating for one minute.
Kami Ward(Ex) At 1st level, a wardkeeper is charged with protecting a shikigami’s ward. The ward must be a decorative object made of wood or stone that is one or two size categories smaller than the wardkeeper. As long as the ward is in the wardkeeper’s or the wardkeeper’s shikigami familiar’s possession, it only weighs 1/2lbs if two size categories smaller than the wardkeeper or 2lbs if one size category smaller than the wardkeeper. When in anyone else’s possession a diminutive wooden ward weighs 1lbs and diminutive stone ward weighs 5lbs. For every size category above diminutive, multiply the ward's weight by 4. Wooden wards have a hardness of 5. Stone wards have a hardness of 8. Diminutive wards have 5 hitpoints plus one per class level. Tiny wards have 10 hitpoints plus one per class level.
The shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward, until the wardkeeper reaches 3rd level.
The wardkeeper has an empathic link with the ward and can always tell how far away and in what direction it lies, no matter the distance. This link also allows the wardkeeper to tell if the ward is in another creature’s possession and the alignment of any creature possessing the ward. This link ceases to function if the ward is taken to a different plane than the wardkeeper but resumes functioning once the two are on the same plane again.
If the ward becomes broken or destroyed the wardkeeper takes a -1 penalty on attack, AC and saving throws until the ward is repaired or replaced. Ward bonuses do not function if the ward is broken or destroyed. A ward can be repaired normally as any object. A ward can be replaced by crafting a new one. (DC10, 50sp value) If the shikigami within the ward is killed the wardkeeper’s kami ward is considered broken until the shikigami is replaced. The wardkeeper can attract a new shikigami to the ward with a ritual that lasts 12 hours and requires 100gp worth of rare herbs and oils. The wardkeeper gets a +10 ward bonus to the required craft skills when using it to repair or create a ward.
Ward Bonus(Ex) A kami ward grants a number of bonuses to whoever has it in their possession. At first level the kami ward grants a +1 ward bonus to attack and a a +1 ward bonus to AC. Every even level thereafter the wardkeeper adds a new ward bonus of his choice from the list below. If the wardkeeper has more than one ward he chooses which one grants the new bonus when it is gained. Ward bonuses on the same ward stack. Ward bonuses do not stack with ward bonuses from other wards.. The wardkeeper can suppress or activate all bonuses a ward grants as a free action. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses. Ward bonuses can only be active when the ward’s shikigami kami is merged with it. When the shikigami emerges from a ward all ward bonuses are suppressed until the shikigami re-merges with the ward. Ward bonuses to AC do apply to touch AC.
Ward bonuses: The following ward bonuses can be taken a total of three times each: +2 any skill (can be taken three times for each skill), +2 initiative, +2 concentration, +2 CMB, +1 rounds ward bonuses remain active after shikigami emerges
The following ward bonuses can be taken a total of twice each: +1 AC, +1 attack, +1 will save, +1 reflex save, +1 fortitude save
Starting at level 10 the wardkeeper adds the following additional choices:
Three times each: +2 melee damage, +2 ranged damage, +5 hitpoints
Twice each: +1 melee attack, +1 ranged attack
Only once: +2 any ability score, +5’ land speed, +1 all saves
Ward Feats(Ex) At 2nd level and every four levels thereafter, a wardkeeper chooses a teamwork feat as a bonus feat. He must meet all prerequisites for these feats. He only has access to these feats as long as his kami ward is within 30’ of him. Any creature benefitting from any of the wardkeeper’s ward bonuses are granted all of his ward feats for as long as they are benefitting from the bonuses, even if they do not meet the prerequisites.
Kami Familiar(Ex) At 3rd level the shikigami within the wardkeeper’s kami ward grows to respect and trust the kami speaker enough to become his familiar. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the wardkeeper’s class level in place of the wizard level.
The wardkeeper’s kami ward is the shikigami’s ward. It always emerges holding its ward. The wardkeeper’s kami familiar benefits from the ward bonuses of a ward it is holding even if they are suppressed. At 5th level when the wardkeeper gains the split ward ability his kami familiar gains the merge with split wards ability. This is identical to the merge with split wards ability the wardkeeper gains at 13th level
Weapon Ward(Ex) At 4th level the wardkeeper’s kami ward can be used as an effective weapon. Any creature who is benefitting from any of the wardkeeper’s ward bonuses gains the benefits of the Throw Anything and Catch Off Guard feats when attacking with a kami ward. A diminutive wooden ward deals 1d3 damage. A tiny wooden ward deals 1d4 damage. A small wooden ward deals 1d6 damage. Stone wards deal damage one die step higher than wooden wards. Kami wards are improvised weapons unless they are wielded by their wardkeeper.
When wielded by the wardkeeper, his kami ward is considered a simple weapon that he is proficient with. The ward’s damage die increases by one step. Wards two size categories smaller than the wardkeeper are one-handed and can be thrown with a range increment of 20 feet. Wards one size category smaller than the wardkeeper are two-handed and can be thrown with a range increment of 10 feet. Wooden wards have a critical range of 19-20 x2. Stone wards have a critical range of 20 x3. All wards deal bludgeoning damage.
Magic Ward(Ex)At 4th level the wardkeeper may add enhancement bonuses or magic weapon special abilities to his kami ward using the magic item creation rules as though he had the Craft Magical Arms and Armor feat. The wardkeeper can use craft(sculpting) or craft(carving) in place of any spellcraft checks required to enchant his wards.
Split Ward(Ex) At 5th level a wardkeeper’s shikigami familiar takes a second object as its ward. Like the first ward, the second ward must be a decorative object made of wood or stone one or two size categories smaller than the wardkeeper.
The second ward is treated as the same as the first in regards to all of the wardkeeper’s ward-based abilities.
The wardkeeper can choose to split his ward bonuses between his two wards. By meditating for an hour at dawn with both wards in his possession, the wardkeeper can rearrange which ward grants which bonuses. For example; if he has ward bonuses that grant +2 AC +1 attack +1 all saves and +2 perception, he can choose to make his first ward grant +1 AC and +1 attack and his second ward grant +1 AC, +1 all saves and +2 perception. The second ward does not grant any bonuses until the wardkeeper rearranges his bonuses like this.
At 11th level the wardkeeper’s shikigami familiar takes a third object as its ward. At 17th level it takes a fourth. The third and fourth wards have all the same properties as above.
Merge with Ward(Su) At 7th level as a standard action, a wardkeeper can merge his body and mind with his kami ward. When merged, the wardkeeper can observe the surrounding region with his senses as if he were using his own body. He has no control over his ward, nor can he communicate or otherwise take any action other than to emerge from his ward as a standard action. The wardkeeper benefits from all of the kami ward’s ward bonuses when merged with it, even if they are suppressed. A wardkeeper must be holding his kami ward to merge with it. The wardkeeper emerges holding his kami ward. If the wardkeeper has more than one kami ward he can only merge with one of them at a time. Only true seeing or ward sight can detect a wardkeeper once he is merged. If the wardkeeper’s kami ward becomes broken while he is merged with it, the wardkeeper is expelled from the ward and takes 4d6 damage. If the kami ward is destroyed while he is merged with it the wardkeeper is expelled from the ward and must make a DC25 fortitude save or die. If he makes the save he takes 4d6 damage.
Returning Ward(Su) At 8th level as a swift action a ward keeper can summon his kami ward into his hands from any distance as long as it is on the same plane as the wardkeeper and not in the possession of another creature. In addition, if the wardkeeper or his shikigami familiar use his kami ward as a thrown weapon it is treated as having the returning special ability.
Merge With Split Wards(Su) At 13th level the wardkeeper can choose to merge with all of his kami wards at once. When he merges with his wards this way he is considered merged with all of them and can choose to emerge from any one of them. He can shift the focus of his senses allowing him to observe the surrounding region from one ward to another as a free action. If a ward is taken to another plane while the wardkeeper is merged with it he loses his connection with it until it is back on the same plane as him. This otherwise functions as the merge with ward ability.
Animate Ward(Su) At 15th level the wardkeeper can choose to animate one of his kami wards whenever he merges with it. This functions like a Possess Object spell with no time limit. He can only animate one of his wards at a time. While a ward is animated he cannot shift his senses to or emerge from any other ward. He chooses which ward is animated when he merges with his wards.
The wardkeeper’s kami wards each have two construction points when animated regardless of their size. Stone kami wards must take the stone ability as one of their construction points. All other construction point abilities are chosen by the wardkeeper the first time he animates a ward and cannot be changed afterwards. Kami wards cannot have the metal abilitiy. Wooden kami wards cannot have the stone ability. Kami wards should only have abilities that their mundane form would allow. For example, a tiny wooden statue kami ward should have carved wings if it were to have the fly ability when animated.
A kami ward’s hitpoints when animated are equal to their base object’s hitpoints. If the kami ward has any enhancement bonuses it adds those bonuses to its animated form’s natural attacks. If the kami ward has any special abilities its animated form also has those abilities. If they are offensive abilities it adds them to its natural attacks.
Animate Split Wards(Su) At 19th level the wardkeeper can choose to animate two of its kami wards at once whenever he merges with them.
Blessing of the Kami(Ex) At 20th level the wardkeeper is filled with the power of kamis. His creature type changes to native outsider, he becomes immune to bleed, mind-affecting effects, petrification, and polymorph effects, he gains Resist acid 10, electricity 10, fire 10 and he no longer has to eat, breathe or sleep. In addition, as long as he has at least one of his kami wards in his possession, the wardkeeper does not gain the extraplanar subtype when travelling to other planes. Unlike other native outsiders, wardkeepers can still be raised from the dead.
Kami are the ancient spirits of nature, created by the gods as guardians for those parts of nature that could not protect themselves. Immortal and powerful, kami rarely give thought to the tiny, short-lived mortal races. Once in a great while, though, a mortal catches the attention of a powerful kami and gains its favour through providing a service to or otherwise honoring the kami.
The kami, usually a jinushigami, bestows upon the mortal a gift disguised as a further service to the kami. He is charged with the lifelong protection of a shikigami and its ward.
The newly-made wardkeeper is granted amazing power by his jinushigami patron and their shikigami ward; power enough to protect his ward and empower any allies who may aid him.
Role: While no pushovers on their own, Wardkeepers truly shine as part of a team. With abilities that strengthen both themselves and their allies, a group of adventurers with a wardkeeper among them is a force to be reckoned with.
Alignment: Any non-evil
Religion: Wardkeepers must be followers of Kami-do
Hit die: d10
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The wardkeeper’s class skills are Craft (all), diplomacy, heal, knowledge (geography), knowledge (nature), knowledge (religion), perception, profession (all), sense motive, stealth, survival and use magic device.
Skill ranks per level: 4+int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+2|+0|+2|Sutra Caster, Sutra, Ward Sight, Kami Ward, Ward Bonus
2|+1|+3|+0|+3|Ward Bonus, Ward Feat
3|+2|+3|+1|+3|Kami Familiar, Sutra
4|+3|+4|+1|+4|Ward Bonus, Weapon Ward, Magic Ward
5|+3|+4|+2|+4|Split Ward 1, Sutra
6|+4|+5|+2|+5|Ward Bonus, Ward Feat
7|+5|+5|+3|+5|Merge With Ward, Sutra
8|+6/+1|+6|+3|+6|Ward Bonus, Returning Ward
9|+6/+1|+6|+4|+6|Sutra
10|+7/+2|+7|+4|+7|Ward Bonus, Ward Feat
11|+8/+3|+7|+5|+7|Split Ward 2, Sutra
12|+9/+4|+8|+5|+8|Ward Bonus
13|+9/+4|+8|+6|+8|Merge With Split Wards, Sutra
14|+10/+5|+9|+6|+9|Ward Bonus, Ward Feat
15|+11/+6/+1|+9|+7|+9|Animate Ward, Sutra
16|+12/+7/+2|+10|+7|+10|Ward Bonus
17|+12/+7/+2|+10|+8|+10|Split Ward 3, Sutra
18|+13/+8/+3|+11|+8|+11|Ward Bonus, Ward Feat
19|+14/+9/+4|+11|+9|+11|Animate Split Wards, Sutra
20|+15/+10/+5|+12|+9|+12|Blessing of the Kami[/table]
Weapon and armor proficiencies: Wardkeepers are proficient with all simple weapons. Wardkeepers are proficient with light armor, medium armor and shields (except tower shields).
Sutra Casting(Ex) Wardkeeper are shown the secrets of magical sutras by their patron kami to aid them in protecting their ward from oni and other evil spirits. Wardkeepers gain Sutra Caster as a bonus feat at 1st level, even if they do not meet all the prerequisites. Wardkeeper is a sutra caster class. Wardkeepers know one sutra at 1st level. At every odd level the wardkeeper learns a new sutra. If the wardkeeper already knows the maximum amount of sutras (twice their unenhanced wisdom modifier) they will learn the new sutra as soon as they increase their unenhanced wisdom modifier.
Ward Sight(Su) A wardkeeper can inherently tell if a something is a kami’s ward and if a kami or wardkeeper is merged with the ward by looking at it. A wardkeeper can determine the direction of all wards within ten miles by concentrating for one minute.
Kami Ward(Ex) At 1st level, a wardkeeper is charged with protecting a shikigami’s ward. The ward must be a decorative object made of wood or stone that is one or two size categories smaller than the wardkeeper. As long as the ward is in the wardkeeper’s or the wardkeeper’s shikigami familiar’s possession, it only weighs 1/2lbs if two size categories smaller than the wardkeeper or 2lbs if one size category smaller than the wardkeeper. When in anyone else’s possession a diminutive wooden ward weighs 1lbs and diminutive stone ward weighs 5lbs. For every size category above diminutive, multiply the ward's weight by 4. Wooden wards have a hardness of 5. Stone wards have a hardness of 8. Diminutive wards have 5 hitpoints plus one per class level. Tiny wards have 10 hitpoints plus one per class level.
The shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward, until the wardkeeper reaches 3rd level.
The wardkeeper has an empathic link with the ward and can always tell how far away and in what direction it lies, no matter the distance. This link also allows the wardkeeper to tell if the ward is in another creature’s possession and the alignment of any creature possessing the ward. This link ceases to function if the ward is taken to a different plane than the wardkeeper but resumes functioning once the two are on the same plane again.
If the ward becomes broken or destroyed the wardkeeper takes a -1 penalty on attack, AC and saving throws until the ward is repaired or replaced. Ward bonuses do not function if the ward is broken or destroyed. A ward can be repaired normally as any object. A ward can be replaced by crafting a new one. (DC10, 50sp value) If the shikigami within the ward is killed the wardkeeper’s kami ward is considered broken until the shikigami is replaced. The wardkeeper can attract a new shikigami to the ward with a ritual that lasts 12 hours and requires 100gp worth of rare herbs and oils. The wardkeeper gets a +10 ward bonus to the required craft skills when using it to repair or create a ward.
Ward Bonus(Ex) A kami ward grants a number of bonuses to whoever has it in their possession. At first level the kami ward grants a +1 ward bonus to attack and a a +1 ward bonus to AC. Every even level thereafter the wardkeeper adds a new ward bonus of his choice from the list below. If the wardkeeper has more than one ward he chooses which one grants the new bonus when it is gained. Ward bonuses on the same ward stack. Ward bonuses do not stack with ward bonuses from other wards.. The wardkeeper can suppress or activate all bonuses a ward grants as a free action. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses. Ward bonuses can only be active when the ward’s shikigami kami is merged with it. When the shikigami emerges from a ward all ward bonuses are suppressed until the shikigami re-merges with the ward. Ward bonuses to AC do apply to touch AC.
Ward bonuses: The following ward bonuses can be taken a total of three times each: +2 any skill (can be taken three times for each skill), +2 initiative, +2 concentration, +2 CMB, +1 rounds ward bonuses remain active after shikigami emerges
The following ward bonuses can be taken a total of twice each: +1 AC, +1 attack, +1 will save, +1 reflex save, +1 fortitude save
Starting at level 10 the wardkeeper adds the following additional choices:
Three times each: +2 melee damage, +2 ranged damage, +5 hitpoints
Twice each: +1 melee attack, +1 ranged attack
Only once: +2 any ability score, +5’ land speed, +1 all saves
Ward Feats(Ex) At 2nd level and every four levels thereafter, a wardkeeper chooses a teamwork feat as a bonus feat. He must meet all prerequisites for these feats. He only has access to these feats as long as his kami ward is within 30’ of him. Any creature benefitting from any of the wardkeeper’s ward bonuses are granted all of his ward feats for as long as they are benefitting from the bonuses, even if they do not meet the prerequisites.
Kami Familiar(Ex) At 3rd level the shikigami within the wardkeeper’s kami ward grows to respect and trust the kami speaker enough to become his familiar. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the wardkeeper’s class level in place of the wizard level.
The wardkeeper’s kami ward is the shikigami’s ward. It always emerges holding its ward. The wardkeeper’s kami familiar benefits from the ward bonuses of a ward it is holding even if they are suppressed. At 5th level when the wardkeeper gains the split ward ability his kami familiar gains the merge with split wards ability. This is identical to the merge with split wards ability the wardkeeper gains at 13th level
Weapon Ward(Ex) At 4th level the wardkeeper’s kami ward can be used as an effective weapon. Any creature who is benefitting from any of the wardkeeper’s ward bonuses gains the benefits of the Throw Anything and Catch Off Guard feats when attacking with a kami ward. A diminutive wooden ward deals 1d3 damage. A tiny wooden ward deals 1d4 damage. A small wooden ward deals 1d6 damage. Stone wards deal damage one die step higher than wooden wards. Kami wards are improvised weapons unless they are wielded by their wardkeeper.
When wielded by the wardkeeper, his kami ward is considered a simple weapon that he is proficient with. The ward’s damage die increases by one step. Wards two size categories smaller than the wardkeeper are one-handed and can be thrown with a range increment of 20 feet. Wards one size category smaller than the wardkeeper are two-handed and can be thrown with a range increment of 10 feet. Wooden wards have a critical range of 19-20 x2. Stone wards have a critical range of 20 x3. All wards deal bludgeoning damage.
Magic Ward(Ex)At 4th level the wardkeeper may add enhancement bonuses or magic weapon special abilities to his kami ward using the magic item creation rules as though he had the Craft Magical Arms and Armor feat. The wardkeeper can use craft(sculpting) or craft(carving) in place of any spellcraft checks required to enchant his wards.
Split Ward(Ex) At 5th level a wardkeeper’s shikigami familiar takes a second object as its ward. Like the first ward, the second ward must be a decorative object made of wood or stone one or two size categories smaller than the wardkeeper.
The second ward is treated as the same as the first in regards to all of the wardkeeper’s ward-based abilities.
The wardkeeper can choose to split his ward bonuses between his two wards. By meditating for an hour at dawn with both wards in his possession, the wardkeeper can rearrange which ward grants which bonuses. For example; if he has ward bonuses that grant +2 AC +1 attack +1 all saves and +2 perception, he can choose to make his first ward grant +1 AC and +1 attack and his second ward grant +1 AC, +1 all saves and +2 perception. The second ward does not grant any bonuses until the wardkeeper rearranges his bonuses like this.
At 11th level the wardkeeper’s shikigami familiar takes a third object as its ward. At 17th level it takes a fourth. The third and fourth wards have all the same properties as above.
Merge with Ward(Su) At 7th level as a standard action, a wardkeeper can merge his body and mind with his kami ward. When merged, the wardkeeper can observe the surrounding region with his senses as if he were using his own body. He has no control over his ward, nor can he communicate or otherwise take any action other than to emerge from his ward as a standard action. The wardkeeper benefits from all of the kami ward’s ward bonuses when merged with it, even if they are suppressed. A wardkeeper must be holding his kami ward to merge with it. The wardkeeper emerges holding his kami ward. If the wardkeeper has more than one kami ward he can only merge with one of them at a time. Only true seeing or ward sight can detect a wardkeeper once he is merged. If the wardkeeper’s kami ward becomes broken while he is merged with it, the wardkeeper is expelled from the ward and takes 4d6 damage. If the kami ward is destroyed while he is merged with it the wardkeeper is expelled from the ward and must make a DC25 fortitude save or die. If he makes the save he takes 4d6 damage.
Returning Ward(Su) At 8th level as a swift action a ward keeper can summon his kami ward into his hands from any distance as long as it is on the same plane as the wardkeeper and not in the possession of another creature. In addition, if the wardkeeper or his shikigami familiar use his kami ward as a thrown weapon it is treated as having the returning special ability.
Merge With Split Wards(Su) At 13th level the wardkeeper can choose to merge with all of his kami wards at once. When he merges with his wards this way he is considered merged with all of them and can choose to emerge from any one of them. He can shift the focus of his senses allowing him to observe the surrounding region from one ward to another as a free action. If a ward is taken to another plane while the wardkeeper is merged with it he loses his connection with it until it is back on the same plane as him. This otherwise functions as the merge with ward ability.
Animate Ward(Su) At 15th level the wardkeeper can choose to animate one of his kami wards whenever he merges with it. This functions like a Possess Object spell with no time limit. He can only animate one of his wards at a time. While a ward is animated he cannot shift his senses to or emerge from any other ward. He chooses which ward is animated when he merges with his wards.
The wardkeeper’s kami wards each have two construction points when animated regardless of their size. Stone kami wards must take the stone ability as one of their construction points. All other construction point abilities are chosen by the wardkeeper the first time he animates a ward and cannot be changed afterwards. Kami wards cannot have the metal abilitiy. Wooden kami wards cannot have the stone ability. Kami wards should only have abilities that their mundane form would allow. For example, a tiny wooden statue kami ward should have carved wings if it were to have the fly ability when animated.
A kami ward’s hitpoints when animated are equal to their base object’s hitpoints. If the kami ward has any enhancement bonuses it adds those bonuses to its animated form’s natural attacks. If the kami ward has any special abilities its animated form also has those abilities. If they are offensive abilities it adds them to its natural attacks.
Animate Split Wards(Su) At 19th level the wardkeeper can choose to animate two of its kami wards at once whenever he merges with them.
Blessing of the Kami(Ex) At 20th level the wardkeeper is filled with the power of kamis. His creature type changes to native outsider, he becomes immune to bleed, mind-affecting effects, petrification, and polymorph effects, he gains Resist acid 10, electricity 10, fire 10 and he no longer has to eat, breathe or sleep. In addition, as long as he has at least one of his kami wards in his possession, the wardkeeper does not gain the extraplanar subtype when travelling to other planes. Unlike other native outsiders, wardkeepers can still be raised from the dead.