Warden

Yavmir is a shattered world, yet there are those who are dedicated to mending it. These wardens walk the blighted wilds of the Mortal Age seeking to eradicate the machinations of metal and magic that lay buried beneath the snow. However, they are not benevolent heroes. Blaming the hubris of mankind for the state of Yavmir, these men and women distance themselves from civilization and strike out against hunters, loggers, travellers, mystics, and any others they deem to upset the natural order. Unhinged from making costly pacts with sleeping earth spirits, wardens are to be feared and respected.

Role: While some wardens keep to the fringes of battle, allowing companions to fight while they confound foes with primal nature magic, others transform into savage beasts and wade into combat.

Hit Die: d8

Class Skills

The warden’s class skills are Climb, Craft, Fly, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim.

Skill Ranks per Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th
1st+0+2+0+2Orisons, domain, nature bond, wild empathy31---
2nd+1+3+0+3Woodland stride42---
3rd+2+3+1+3Trackless step421--
4th+3+4+1+4Hedge savant432--
5th+3+4+1+44321-
6th+4+5+2+5Mark of the wild4332-

Class Features

Weapon and Armor Proficiency: Wardens are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Wardens are proficient with shields (except tower shields) but must use only those crafted from wood.

A warden who wears prohibited armor or uses a prohibited shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A warden casts divine spells which are drawn from the warden spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A warden must choose and prepare her spells in advance.
To prepare or cast a spell, the warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden’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. Her base daily spell allotment is given on Table: Warden. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A warden must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A warden may prepare and cast any spell on the warden spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons: Wardens can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Warden under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Domain: At 1st level, a warden is granted one of the following cleric domains: Air, Animal, Brine, Earth, Mist, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the warden’s effective cleric level is equal to her warden level. A warden also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Bonus Languages: A warden’s bonus language options include Old Tongue and Vaettir.

A warden also knows Briar Cant, a secret language known only to wardens, which she learns upon becoming a 1st-level warden. Briar Cant is a free language for a warden; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to non-wardens. Briar Cant has its own alphabet.

Nature Bond (Su): At 1st level, a warden forms a bond with nature. This bond can take one of two forms.

The first option is to form a close bond with the wilds, granting the warden the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the Beast Shape I spell, except as noted here. The effect lasts for 1 hour per warden level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the warden is familiar.

A warden loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A warden can use this ability an additional time per day at 3rd level and again at 5th level. As a warden gains levels, this ability allows the warden to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 3rd level, a warden can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a warden’s wild shape now functions as Beast Shape II. When taking the form of an elemental, the warden’s wild shape functions as Elemental Body I.

At 5th level, a warden can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a warden’s wild shape now functions as Beast Shape III. When taking the form of an elemental, the warden’s wild shape now functions as Elemental Body II. When taking the form of a plant creature, the warden’s wild shape functions as Plant Shape I.

The second option is to form a close bond with an animal companion. A warden may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the warden advances in level. If a character receives an animal companion from more than one source, her effective warden levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their warden reaches higher levels. If a warden releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Wild Empathy (Ex): A warden can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Wisdom modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an score of 1 or 2 but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a warden leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Hedge Savant (Ex): At 4th level, a warden masters of one of the secret arts of her order. She gains Skill Focus as a bonus feat in one of the following skills: Craft (alchemy), Heal, Knowledge (History), Knowledge (Nature), Spellcraft, or Survival. In addition, whenever she aids another with her chosen skill, she is able to provide sage-like guidance, granting her ally a +4 bonus instead of the normal +2.

Mark of the Wild (Su): At 6th level, a warden fully commits himself to a duty apart from the concerns of mankind. She is branded by a emissary of Pravmir or the Long Dream, attuning her to nature and marking her as an outsider from humanity. The appearance of this mark is based on the domain the druid chose at 1st level, and it cannot be removed or dispelled by any means. The mark persists even when the warden wildshapes into another form.

The player and game master can negotiate what form the mark takes, although it must be difficult to hide and may never grant any mechanical benefit. Suggestions are listed below:

Air Domain: A bird’s talon for a hand, a peacock’s tail, semi-translucent hair that perpetually flutters.

Animal Domain: Donkey ears, a wolf’s muzzle, the hunched back of a grizzly bear.

Brine Domain: Semi-translucent skin, fins protruding from the elbows and knees, a shark’s teeth and pointed face.

Earth Domain: A hand made of porous stone, slate grey skin, a mane of crystals in place of hair.

Mist Domain: Ghostly white skin, a third eye in the center of forehead, absence of a shadow.

Plant Domain: Antlers made of wood, gnarled bark-covered hand, thistled vines running through hair.

Water Domain: Patches of silver fish scales, walrus tusks, a hand perpetually covered in cracking ice.

Weather Domain: Glowing sky blue eyes, blackened hands that spark with electricity, elongated arms and legs.

Owing to this conspicuous marking, the warden receives a -4 penalty on all Diplomacy checks involving humans (except other wardens). However, the warden gains a +4 bonus on Diplomacy checks with Eidolons and Vaettir and on saving throws against their spell-like and supernatural abilities. This bonus also applies to spells and effects that utilize or target plants, such as entangle or spike growth.

In addition, she no longer takes a -4 penalty when attempting to influence magical beasts with her wild empathy class feature.