Warden
| Level | Base Attack |
Saves | Special Abilities | Spells Per Day | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Refl | Will |
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| 1 | +1 | +2 | +0 | +0 | Track, Favored Terrain |
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| 2 | +2 | +3 | +1 | +1 | Bonus Feat |
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| 3 | +3 | +3 | +1 | +1 | Favored Terrain |
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| 4 | +4 | +4 | +1 | +1 |
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| 5 | +5 | +4 | +2 | +2 | Favored Terrain |
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| 6 | +6/+1 | +5 | +2 | +2 | Bonus Feat |
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| 7 | +7/+2 | +5 | +2 | +2 | Favored Terrain |
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| 8 | +8/+3 | +6 | +3 | +3 |
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| 9 | +9/+4 | +6 | +3 | +3 | Favored Terrain |
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| 10 | +10/+5 | +7 | +3 | +3 | Bonus Feat |
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| 11 | +11/+6/+1 | +7 | +4 | +4 | Favored Terrain |
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| 12 | +12/+7/+2 | +8 | +4 | +4 |
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| 13 | +13/+8/+3 | +8 | +4 | +4 | Favored Terrain |
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| 14 | +14/+9/+4 | +9 | +5 | +5 | Bonus Feat |
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| 15 | +15/+10/+5 | +9 | +5 | +5 | Favored Terrain |
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| 16 | +16/+11/+6/+1 | +10 | +5 | +5 |
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| 17 | +17/+12/+7/+2 | +10 | +6 | +6 | Favored Terrain |
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| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus Feat |
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| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | Favored Terrain |
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| 20 | +20/+15/+10/+5 | +12 | +7 | +7 |
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History:
Not yet
Role:
Not yet
Game Rule Information:
Alignment
Any
Hit Die
d8
Prerequisites: none.
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).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier
All of the following are class features of the ranger.
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Terrain: Every 2 levels the Warden gains one rank for a favored terrain. The Warden can apply it to a new terrain or to a terrain that he already favors. The Warden can have a maximum of 5 ranks in one terrain type. While in a favored terrain, the Wardens' base speed increases by 5 feet, and he gains a +1 skill bonus for every rank that he has in that terrain type for the following skills:
Balance, Climb, Heal, Hide, Intuit Direction, Listen, Jump, Move Silently, Spot, Swim, Tumble, and Wilderness Lore.
The possible terrain types are:
Arctic, Aquatic, City, Desert, Forest, Marsh, Mountains,
Plains, Tropical, and Underground.
Bonus Feat: The Warden gains a bonus feat which must be chosen from the following list; Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Endurance, Expertise, Far Shot, Great Fortitude, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Run, Shot on the Run, Skill Focus (any class skill), Toughness, Two-Weapon Fighting.
Track: The Warden gains the Track feat as a bonus feat.
Spells:
Beginning at 4th level, a warden gains the ability to cast a small number of harmonic spells, which are drawn from the warden spell list. A warden must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the warden’s Wisdom modifier.
Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Warden indicates that the warden gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The warden does not have access to any domain spells or granted powers, as a cleric does.
A warden prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A warden may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a warden has no caster level. At 4th level and higher, his caster level is one-half his warden level.
1st-LEVEL Warden SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Friendship
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.
2nd-LEVEL Warden SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Sleep Put 2d4 HD of creatures into comatose slumber.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-LEVEL Warden SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
4th-LEVEL Warden SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Polymorph Self You assume a new form.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.
Wind Wall Deflects arrows, smaller creatures, and gases.
