"Aye, I can get you to the foot of Mount Doom. We'll walk right in."
The Warden is a rugged combatant with unmatched mastery in his element. Able to avoid detection and adapt the elements to his best advantage. Wardens represent mysterious rangers and grizzled hunters who have slain beasts that would give nightmares.
Playing a Warden: Wardens while passable front line combatants, specialize in gaining advantage by mastery of their terrain rather than going head-to-head. They are guides and force multipliers. Infiltrating camps, spotting dangers and placing enemies at a disadvantage.
A level or two as a Warden can give some stealth and an animal companion to a martial build.
Alignment: Every alignment has its share of Wardens. Nature knows no allegiance.
Races: Most humanoid races have wilderness savvy individuals, Wardens are rarest in urban societies. Wardens are common among Elves, Lizardfolk and Centaurs. A Warden is rarely seen among the kin of Halflings or Hobgoblins.
Starting Gold: 4d6x10 gp (140 gold)
Starting Age: As Ranger.
Hit Die: d8
Class Skills: The Warden's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Poor
Level, Benefit
1 Track, Master of the Wild
2 Favored Terrain +1
3 Great Fortitude
4 Evasion
5 Master of the Wild
6 Favored Terrain +2, Hazard Proof
7 Hunter's Mark
8 Unerring Mark
9 Hazard Proof - Planar
10 Master of the Wild, Favored Terrain +3
11 Slayer's Mark
12 Force of Nature
13 Death Mark
14 Favored Terrain +4
15 Master of the Wild, Run like the Wind
16 Arrow Storm
17 Perfect Tracking
18 Perfect Pursuit, Favored Terrain +5
19 Weather's Wrath
20 Master of the Wild, Earth's Fury
All of the following are Class Features of the Warden class:
Weapon and Armor Proficiency: Wardens are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Spells: A Warden casts divine spells which are drawn from the Warden spell list. When a Warden gain access to a new level of spells, she automatically knows all the spells for that level on the Warden spell list; essentially, her spell list is the same as her spells known list. She can cast any spell she knows without preparing it ahead of time.
To cast a Warden spell, a Warden must have a Wisdom score of 10 + the spell's level. The Difficulty Class of the saving throw against a Warden's spells are 10 + the spell's level + her Wis modifier. A Warden has the same number of spells per day as a bard, except that she never gains more than three spell slots per level. She gains bonus spells for a high Wisdom.
A Warden's caster level is equal to her character level, as standard for Tome rules.
0 Level: create water, cure minor wounds, detect magic, detect poison, flare, guidance, light, mending, purify food and drink, read magic, resistance
1st Level: calm animals, charm animal, cure light wounds, detect animals or plants, detect snares and pits, endure elements, entangle, faerie fire, goodberry, hide from animals, jump, longstrider, magic fang, magic weapon, obscuring mist, pass without trace, speak with animals, summon nature's ally I
2nd Level: animal messenger, animal trance, barkskin, bear's endurance, bull's strength, cat's grace, cure moderate wounds, delay poison, firetrap, fog cloud, gust of wind, hold animal, reduce animal, resist energy, lesser restoration, summon nature's ally II, summon swarm, tree shape, warp wood, wood shape
3rd Level: cure serious wounds, daylight, diminish plants, dominate animal, haste, keen edge, greater magic weapon, meld into stone, neutralize poison, plant growth, protection from energy, quench, remove disease, sleet storm, snare, speak with plants, spike growth, stone shape, summon nature's ally II, water breathing, wind wall
4th Level: air walk, antiplant shell, blight, cure critical wounds, freedom of movement, giant vermin, planar tolerance, repel vermin, rusting grasp, spike stones, stoneskin, summon nature's ally IV
5th Level: animal growth, awaken, commune with nature, control winds, mass cure light wounds, deathward, heroes' feast, insect plague, summon nature's ally V, transmute mud to rock, transmute rock to mud, tree stride, wall of thorns
6th Level: antilife shell, find the path, ironwood, liveoak, move earth, repel wood, stone tell, summon nature's ally VI, transport via plants, wall of stone
Track:
At 1st level a Warden gains Track as a bonus [Skill] feat.
Master of the Wild (Ex):
At 1st level, a Warden must select one of two paths to pursue: Beast Master or Master Hunter. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If a Warden already possesses a feat awarded at a given level he may select a different [Combat] or [Skill] feat respectively instead.
If the Warden selected Beast Master, he receives the [Skill] feat Beast Master.
If the Warden selected Master Hunter, he may select a Favored Enemy whose creature type he as studied extensively to gain advantages in combat. The Warden always has the Edge versus his Favored Enemies. The Warden is a deadly and hardy slayer of creatures. He gains a +2 bonus per Warden level on weapon damage rolls and gains 1/- Damage Reduction per Warden level as well.
Categories of favored enemy are:
- Animate (Construct and Elemental)
Beast (Animal, Magical Beast and Vermin)
Dragon
Nature (Fey and Plant)
Humanoid (Giants and Monstrous Humanoids)
Undead
Weird (Aberration and Ooze)
If the Warden selected Beast Master, he gains a bonus [Skill] feat chosen from the following: Animal Affinity, Mounted Combat, or Swim Like a Fish.
If the Warden selected Master Hunter, he gains an additional Favored Enemy. The Warden also gains a +4 insight bonus to all saving throws versus any racial ability used by his Favored Enemies.
At 10th level the Warden's aptitude in his chosen path improves again.
If the Warden selected Beast Master, his Companion gains either Elusive Target or Juggernaut as a bonus [Combat] feat.
If the Warden selected Master Hunter, he gains either Giant Slayer or Mage Slayer as a bonus [Combat] feat. He also gains an additional Favored Enemy.
At 15th level the Warden's aptitude in his chosen path improves again.
If the Warden selected Beast Master, he may choose to be affected or not by his Companion's special abilities (Su or Ex) if in contact. (ex: A small Warden with a Blink Dog companion could ride his companion and blink in synchrony).
If the Warden selected Master Hunter, his Death Mark DC gains a +4 bonus vs Favored Enemies (DC 27). He also gains an additional Favored Enemy.
At 20th level the Warden's aptitude in his chosen path improves again.
If the Warden selected Beast Master, he gains a +4 bonus to his effective druid level for the purposes of determining his Companion's bonuses.
If the Warden selected Master Hunter, he gains an additional Favored Enemy. The Warden also gains a +4 insight bonus to attack versus his Favored Enemies.
Favored Terrain:
A Warden really does know her surroundings like the back of her hand. The Warden gains a circumstance bonus to Reflex saves, AC and Survival while in her Favored Terrain. At 2nd level and at every 4 levels thereafter (6th, 10th, 14th, 18th) the Warden gains an additional Favored Terrain and her bonus increases.
While in her Favored Terrain a Warden also is treated as having the Edge in combat and is unaffected by difficult terrain or environmental threats. Finally, while in her Favored Terrain the Warden may take 10 minutes to make a successful DC 20 Survival check to locate a suitable shelter. A shelter can host 1 medium sized creature per Warden level comfortably, and 2 medium sized creatures per Warden level if packed in tightly. This shelter will protect all occupants from environmental effects and ranged attacks made from outside the shelter.
Terrains available:
Desert, Forest, Mountain, Plain, Swamp, Tundra, or Underdark.
Great Fortitude:
At 3rd level a Warden gains Great Fortitude as a bonus [Skill] feat.
Evasion (Ex):
At 4th level a Warden can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Warden is wearing light armor or no armor. A helpless Warden does not gain the benefit of evasion.
Hazard Proof (Su):
At 6th level the Warden may as a standard action emanate an aura for 1 round that protects against natural hazards to a radius of 60' and all terrain is treated as stable ground. For example he Warden could activate Hazard Proof and guide her party safely up as rocks and earth raged all around in an avalanche, or they could walk safely across quicksand.
At 9th level the Warden continuously emanates Planar Tolerance to a radius of 60' as a Supernatural ability.
Hunter's Mark (Ex):
At 7th level the Warden may as a swift action choose an enemy to focus her attention upon. The Warden has a +2 Competence bonus to attack rolls upon this enemy as well as a +2 Competence bonus to all opposed rolls vs. this opponent.
Unerring Mark (Ex):
At 8th level the Warden may reroll one attack roll per round against an opponent she has marked with her Hunter's Mark.
Slayer's Mark (Su):
At 11th level the Warden may as a free action once per round treat a missile weapon as having the Slaying property as a Slaying Arrow against an opponent she has marked with her Hunter's Mark.
Force of Nature (Sp):
A Warden can not be stopped. At 12th level the Warden gains the ability to cast Freedom of Movement as a spell-like ability at will on herself or her Companion, if any.
Death Mark (Su):
At 13th level the Warden may as a free action once per round treat a missile weapon as having the Greater Slaying property as a Greater Slaying Arrow against an opponent she has marked with her Hunter's Mark.
Run like the Wind (Sp):
At 15th level the Warden gains the ability to cast Wind Walk as a spell-like ability once per day.
Arrow Storm (Su):
At 16th level the Warden as a full attack action can fire an arrow at each and every target within range, to a maximum of one target for every Warden level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Perfect Tracking (Sp):
At 17th level a Warden may cast Discern Location as spell-like ability 2 times per day.
Perfect Pursuit (Sp):
At 18th level a Warden may use the planar travel function of Gate as spell-like ability 2 times per day.
Weather's Wrath (Sp):
At 19th level a Warden may cast Control Weather as spell-like ability once per day. The casting time and delay are only a full-round action rather than 10 minutes.
Earth's Fury (Su):
At 20th level, a Warden can become one with the land. Once per day she may as a standard action Meld into Stone and project a body made of earth. The Warden's new body effectively is under the effect of a Shapechange to Earth Elemental forms only, Small to Elder (Elder is allowed despite the HD limit). Should her earth body be killed while in this form, a new body will reform above where she melded into stone 1d3 rounds later. Equipment worn or carried is copied with the new body as similarly to Astral Projection. When Earth's Fury ends the equipment and body crumble to the ground as an inert pile of earth.
Earth's Fury can be cancelled at will by the Warden or when the Meld into Stone has been disrupted.
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Beast Master [Skill] Feat

Beast Master [Skill]
You are the alpha.
Handle Animal ranks:
0: You have Animal Empathy. This allows you to use your Handle Animal check for Diplomacy with animals.
4: Animal Companion. This ability functions like the druid ability of the same name. A beast master may select from the alternative lists of animal companions just as a druid can with his effective druid level equal to his character level. Like a druid, a beast master cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
9: You can Speak with Animals at will as a spell-like ability.
14: Magical Beast Companion. Your alternative Animal Companion instead of being an animal may be a Magical Beast. The effective druid level cost for a magical beast is equal to its CR+4, and a remainder of at least 1 additional effective druid level is required to take a magical beast (ex: a Behir at CR 8 would require 13 effective druid levels in order to be taken as a Magical Beast Companion). Remaining effective druid levels give additional bonuses as with alternative Animal Companions. The Companion must be a single creature, swarms are not acceptable selections.
19: Animals come when your need is greatest. As a spell like ability you may Summon Nature's Ally VII to summon animal entries only, once per day.