The Ward Carver shapes grooves and rivets in intricate patterns into the earth and fills them with potentm alchemical materials. The shapes channel the ingredients together to create wards of magical smoke.
Smoke Ward (Ex)
The ward carver can carve specific patterns into the earth and fill them combinations of alchemical reagents to create powerful smoke wards. Creating a ward requires a standard action; smoke wards remain potent for a number of hours equal to the alchemist’s level. The ward carver can carve a number of wards per day equal to his level. The ward carver must be holding a bladed weapon and be standing on solid ground in order to carve a ward; smoke wards created by the ward carver are carved in his square. A moderate or stronger wind suppresses a ward for the duration of the wind. The ward carver learns one ward at 1st level and an additional ward at 3rd level and every 4 levels thereafter. This replaces alchemy.
Stone Smoke Ward (Ex): A stone smoke ward billows out in a 15-foot radius. All creatures within the ward gain cover, regardless of their positioning.
Ward of Conductivity (Ex): A ward of conductivity billows out in a 20-foot radius. Creatures within the ward treat every other creature within the ward as though they were within each other’s natural reach for the purpose of delivering spells, spell-like abilities, and supernatural abilities with a range of touch. The ward carver must be at least 7th level to learn this ward.
Ward of Shadowed Paths (Ex): A ward of walls billows out in a 20-foot radius. Creatures within a ward of shadowed paths do not provoke attack of opportunity for moving through a threatened square.
Ward of Natural Light (Ex): A ward of natural light billows out in a 60-foot radius. Creatures ignore magical effects which modify the light level are suppressed within a ward of natural light, allowing the ambient light level to prevail.
Sage Eye Ward (Ex): A sage eye ward billows out in a 30-foot radius. Magical auras within the area of a sage eye ward are clearly revealed to creatures as though the viewing creatures were under the effects of arcane sight. Creatures gain an alchemical bonus on Spellcraft checks made identify magical auras revealed this way equal to the ward carver’s level and may make such checks untrained. The ward carver must be at least 7th level to learn this ward.
Unraveling Ward (Ex): An unraveling ward billows out in a 25-foot radius. Spells creatures cast which are affected by spell resistance cast within the ward automatically fail. The effects of spells which are affected by spell resistance cannot pass into the ward. The ward carver must be at least 15th level to learn this ward.
Masterform Ward (Ex): A masterform ward billows out in a 5-foot radius. Creatures within a masterform ward gain DR 15/adamantine and immunity to acid, cold, electricity, and fire damage. The ward carver must be at least 19th level to learn this ward.
Improved Wards (Ex)
At 10th level, when the ward carver carves a ward, he may choose a number of creatures up to his Intelligence modifier to exclude from the ward's effects. This is chosen when the ward is carved.
This replaces the discovery gained at 10th level
Synthesized Ward (Ex)
At 20th level, when the ward carver carves a smoke ward, he may have that ward function as up to three wards concurrently. This ward uses the greatest radius amongst the chosen wards.
This replaces grand discovery
The ward carver can carve specific patterns into the earth and fill them combinations of alchemical reagents to create powerful smoke wards. Creating a ward requires a standard action; smoke wards remain potent for a number of hours equal to the alchemist’s level. The ward carver can carve a number of wards per day equal to his level. The ward carver must be holding a bladed weapon and be standing on solid ground in order to carve a ward; smoke wards created by the ward carver are carved in his square. A moderate or stronger wind suppresses a ward for the duration of the wind. The ward carver learns one ward at 1st level and an additional ward at 3rd level and every 4 levels thereafter. This replaces alchemy.
Stone Smoke Ward (Ex): A stone smoke ward billows out in a 15-foot radius. All creatures within the ward gain cover, regardless of their positioning.
Ward of Conductivity (Ex): A ward of conductivity billows out in a 20-foot radius. Creatures within the ward treat every other creature within the ward as though they were within each other’s natural reach for the purpose of delivering spells, spell-like abilities, and supernatural abilities with a range of touch. The ward carver must be at least 7th level to learn this ward.
Ward of Shadowed Paths (Ex): A ward of walls billows out in a 20-foot radius. Creatures within a ward of shadowed paths do not provoke attack of opportunity for moving through a threatened square.
Ward of Natural Light (Ex): A ward of natural light billows out in a 60-foot radius. Creatures ignore magical effects which modify the light level are suppressed within a ward of natural light, allowing the ambient light level to prevail.
Sage Eye Ward (Ex): A sage eye ward billows out in a 30-foot radius. Magical auras within the area of a sage eye ward are clearly revealed to creatures as though the viewing creatures were under the effects of arcane sight. Creatures gain an alchemical bonus on Spellcraft checks made identify magical auras revealed this way equal to the ward carver’s level and may make such checks untrained. The ward carver must be at least 7th level to learn this ward.
Unraveling Ward (Ex): An unraveling ward billows out in a 25-foot radius. Spells creatures cast which are affected by spell resistance cast within the ward automatically fail. The effects of spells which are affected by spell resistance cannot pass into the ward. The ward carver must be at least 15th level to learn this ward.
Masterform Ward (Ex): A masterform ward billows out in a 5-foot radius. Creatures within a masterform ward gain DR 15/adamantine and immunity to acid, cold, electricity, and fire damage. The ward carver must be at least 19th level to learn this ward.
Improved Wards (Ex)
At 10th level, when the ward carver carves a ward, he may choose a number of creatures up to his Intelligence modifier to exclude from the ward's effects. This is chosen when the ward is carved.
This replaces the discovery gained at 10th level
Synthesized Ward (Ex)
At 20th level, when the ward carver carves a smoke ward, he may have that ward function as up to three wards concurrently. This ward uses the greatest radius amongst the chosen wards.
This replaces grand discovery