Warden

Be it a virulent plague, encroaching civilization, or a natural disaster, the harmony of the wilds is constantly under threat. The natural world will often reach out for aid: wizened hermits, agile hunters, and enigmatic shamans alike have all answered the call throughout the ages. Yet among them, few are as steadfast in their role as the warden. Both stalwart champion and contemplative sage, a warden is a devoted guardian of the land and its inhabitants. They immerse themselves in nature, acting as protectors of the wild and receiving protection in turn. Wardens hear the whispering lore among the trees to unlock veiled secrets of life and regrowth, and when threatened channel the facets of the wilds itself, blessing their allies and shielding them outsiders.

Role: Wardens are protectors, standing in the way of those that would harm nature. Their powerful wards serve as the cornerstone of defense for their allies, while the magics they harness give them the means to heal, navigate, and master their environment.

Alignment: Any

Hit Die: d10

Starting Age: Trained

Starting Wealth: 5d6 × 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The warden’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier.

Table: Warden
Level Base Attack Bonus Fort Save Ref Save Will Save Special Verdant Bonus Facets Prepared
1st +1 +2 +0 +2 Insightful Defense, Nature Lore, Verdant Bonus, Ward +1
2nd +2 +3 +0 +3 Bonus Feat, Remedy, Secret +1
3rd +3 +3 +1 +3 Facets, Immunity +1 2
4th +4 +4 +1 +4 Protector’s Sense +2 2
5th +5 +4 +1 +4 Secret +2 3
6th +6/+1 +5 +2 +5 Bonus Feat +2 3
7th +7/+2 +5 +2 +5 Natural Purity +2 4
8th +8/+3 +6 +2 +6 Secret +3 4
9th +9/+4 +6 +3 +6 Improved Ward +3 5
10th +10/+5 +7 +3 +7 Bonus Feat +3 5
11th +11/+6/+1 +7 +3 +7 Secret +3 6
12th +12/+7/+2 +8 +4 +8 Stalwart +4 6
13th +13/+8/+3 +8 +4 +8 Wild Step +4 7
14th +14/+9/+4 +9 +4 +9 Bonus Feat, Secret +4 7
15th +15/+10/+5 +9 +5 +9 Greater Ward +4 8
16th +16/+11/+6/+1 +10 +5 +10 Reverence +5 8
17th +17/+12/+7/+2 +10 +5 +10 Secret +5 9
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat +5 9
19th +19/+14/+9/+4 +11 +6 +11 Sentinel +5 9
20th +20/+15/+10/+5 +12 +6 +12 Eternal Guardian, Secret +6 9

Class Features

All of the following are class features of the warden.

Weapon and Armor Proficiency

Wardens are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Insightful Defense (Ex)

A warden’s awareness of his surroundings allows him to defend himself with focused perception rather than reflex. The warden may add his Wisdom modifier, instead of his Dexterity modifier, to his Armor Class and CMD. Any condition that would cause him to lose his Dexterity modifier to his AC instead causes him to lose his Wisdom modifier to his AC, and he cannot gain this bonus while wearing heavy armor. Additionally, his armor’s Maximum Dexterity Bonus still applies (limiting how much of his Wisdom modifier can be added to his AC), and the bonus he receives to his AC from his Wisdom score cannot exceed his warden level (+1 at 1st level, +2 at 2nd level, and so on).

Nature Lore (Ex)

At 1st level, a warden gains a bonus on all Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks equal to 1/2 his warden level (minimum 1) and can make such checks untrained.

Verdant Bonus (Su)

A warden’s connection to the natural world is represented by his verdant bonus. A warden’s verdant bonus begins at +1 and increases by 1 at 4th level and every four warden levels obtained thereafter, as shown on Table: The Warden under “Verdant Bonus”. As long as he is not wearing heavy armor, the warden receives a bonus to his AC equal to his verdant bonus. The warden’s verdant bonus is also used to determine the strength of his ward, as well as the effects of many of his facets (see below).

Ward (Su)

A warden’s most powerful tool is his ward, a mystical barrier of natural energy that protects those within and grants them the strength of the wilds. Creating a ward is a swift action that does not provoke attacks of opportunity. The ward is a spherical emanation with a maximum radius of 10 feet; the warden can choose to manifest a ward with a radius of any multiple of 5 feet up to this maximum. The ward itself is faintly visible as a translucent barrier: the ward does not hinder sight in any way (or block line of sight or effect), nor does it produce light. The ward must be placed at a location within close range (25 ft. + 5ft./2 levels) that the warden can see and has line of effect to. The ward is stationary, and can only be “moved” by manifesting it again in a different location.

All allies inside the ward (including the warden) are protected from extreme temperatures, as if under the effects of an endure elements spell. Allies within the ward are also shielded from harm, gaining an insight bonus to their AC equal to the warden’s verdant bonus. The warden does not receive this bonus to his own AC, even from another warden, as he already has it inherently from the verdant bonus feature.

A manifested ward lasts indefinitely so long as the warden remains within close range of the ward (25 ft. + 5 ft./2 levels); if he moves outside of this range or if he is slain, the ward dissipates immediately. He can also dismiss an active ward as a swift action. There is no limit to the number of times each day a warden can manifest a ward, but he may only have one ward placed at a time. If he manifests a new ward, the previous one immediately dissipates.

Bonus Feat: At 2nd level, and every four levels thereafter, the warden receives a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. He must meet the prerequisites of these feats as normal.

Remedy (Su)

Also at 2nd level, a warden gains the ability to infuse living creatures (either himself or others) with vital energy, rapidly healing them of injuries. As a standard action, the warden can use this power upon a single creature to grant it fast healing equal to half his warden level for 1 minute. If the warden targets himself, he can use remedy as a swift action, instead. Remedy can normally be used on any creature that is adjacent to the warden; however, if the creature is within a ward, remedy can instead target the creature from close range (25 ft. + 5 ft./2 levels). A creature cannot benefit from more than one use of remedy at a time, even from a different warden.

A warden can use this ability a number of times each day equal to 1/2 his warden level + his Wisdom modifier (minimum 1). Remedy has no effect on undead or constructs.

Secret: A warden’s devotion to nature is rewarded with knowledge of its hidden mysteries. When he reaches 2nd level and every three warden levels thereafter, he gains a single secret from the list below. A secret cannot be selected more than once. If a secret calls for a saving throw, the DC is equal to 10 + 1/2 the warden’s level + his Wisdom modifier unless otherwise noted.

Alleviate (Su)

When the warden uses remedy on a creature, it is no longer sickened. At 8th level, it is no longer nauseated, as well.

Convalescence (Sp)

The warden can spend 2 uses of remedy to cast restoration as a standard action and without material components, using the same range as his remedy class feature. He cannot use this to dispel a permanent negative level. The warden must be at least 11th level before learning this secret.

Cycle of Growth (Sp)

The warden can bless plant life to spread wildly or prune it for their long-term health. He can use both diminish plants and plant growth at-will as spell-like abilities using his warden level as his caster level. The warden must be at least 11th level before learning this secret.

Eyes of the Wild (Sp)

The warden can cast commune with nature at will as a spell-like ability, but must use its normal casting time. The warden must be at least 14th level before learning this secret.

Forest Traveler (Sp)

The warden can use tree stride as a spell-like ability number of times per day equal to his Wisdom modifier (minimum 1). At 14th level, he can use two uses of this ability to instead cast transport via plants. The warden must be at least 8th level before learning this secret.

Green Thumb (Ex)

The warden gains Cultivate Magic Plants as a bonus feat without meeting its requirements and can ignore the spell requirements in their crafting. The warden must be at least 5th level before learning this secret.

Hidden Trails (Ex)

The warden gains woodland stride, as the druid class feature of the same name, and does not leave a trail while traveling through natural terrains (as pass without trace) unless he so desires. At 8th level, he may move at full speed through thorns, briars, and overgrown areas that are enchanted or magically manipulated, including areas that would impart the entangled condition.

Leyline Walker (Su)

The warden’s wild step improves. If he uses his wild step class feature to teleport into one of his own wards (but not a ward from another warden), he can do so from any distance. Additionally, the warden can use his wild step as a standard action to bring a single willing, adjacent creature along with him when he teleports. The brought creature must end its teleportation adjacent to the warden and inside the destination ward. The warden must be at least 14th level before learning this secret.

Like the Reed (Sp)

The warden can bend and twist wood. He can cast warp wood and wood shape as spell-like abilities at-will using his warden level as his caster level and secret DC for the spell DC. The warden must be at least 5th level before learning this secret.

Natural Order (Sp)

The warden can spend 2 uses of remedy to cast break enchantment as a standard action, using his warden level as his caster level for the effect. This has the same range as his remedy class feature but only targets a single creature. The warden must be at least 14th level before learning this secret.

Nature Arcana (Sp)

The warden learns a small selection of natural magics. Choose any four from the following list: create water, cultivate, detect magic, detect poison, diagnose disease, guidance, know direction, light, purify food and drink, spark, and stabilize. The warden can cast these spells at-will using his warden level as his caster level. The DC of these spells is equal to 10 + his Wisdom modifier. Additionally, a warden with this secret is treated as if he were a spellcaster with the druid spell list (and with a caster level equal to his warden level) for the purpose of activating spell trigger and spell completion items or for meeting feat prerequisites that require the ability to cast druid spells, such as Grasping Strike.

Renewal (Sp)

The warden can spend a use of remedy to cast remove blindness/deafness as a spell-like ability. This has the same range of his remedy class feature. The warden must be at least 8th level before learning this secret.

Sacred Grove (Sp)

A warden with this secret can conjure an aspect of the hidden wellsprings where spirits rest. The warden can cast grove of respite as a spell-like ability at-will. When he does, he can optionally create a lodge for his allies, as a secure shelter spell, inside the grove’s area. Creating a sacred grove takes 10 minutes and uses the warden’s level as his caster level for all effects. This can only be used outdoors, and he may only have one sacred grove conjured at a time; using it again causes any existing grove to vanish. The warden must be at least 8th level before learning this secret.

Shaman’s Cure (Sp)

The warden may spend one use of his remedy ability to cast his choice of either remove disease or neutralize poison; both effects have the same range as his remedy class feature. Both use the warden’s level as his caster level for their effects. The warden must be at least 5th level before learning this secret.

Sharpened Senses (Ex)

The warden’s senses hone like that of a wild animal. He gains both low-light vision and the scent ability.

Thread of Life (Su)

The glow of life becomes visible to the warden. He gains lifesense, as the universal monster rule, allowing him to notice and locate living creatures within 30 feet as if he had blindsight. The warden must be at least 11th level before learning this secret.

Verdant Sight (Su)

The warden can see through undergrowth, gaining the greensight universal monster ability to a range of 60 feet. At 14th level, the warden can even see through wood and other solid plant matter up to a number of feet equal to his warden level. The warden must be at least 8th level to learn this secret.

Vigilance (Ex)

Natural energy sustains the warden. His need to eat and sleep is reduced as if wearing a ring of sustenance. At 8th level, the warden no longer needs to sleep at all and becomes immune to magical sleep effects. He must still get at least two consecutive hours of uninterrupted “rest” to actually gain the benefit of a night’s sleep, but this resting period can constitute light activity such as keeping watch, reading, and so on, rather than actual sleep. Whispers Among the Trees (Su)

The warden can communicate with natural life. He is constantly under the effect of a speak with animals spell. At 8th level, he also benefits from the constant effect of a speak with plants spell. Both effects can be suppressed and reactivated as free actions.

Wilderness Scholar (Ex)

The warden can take 10 on Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks, even if distractions would otherwise prevent him from taking 10. The warden must be at least 5th level before learning this secret.

Facets (Su)

Beginning at 3rd level, the warden learns to call upon and embody the varied aspects of natural environments. Referred to as facets, each of these enigmatic forces act as the warden’s sword and shield, granting him the means to protect allies and strike at those that would oppose them. Once per day, the warden may select a number of facets to prepare as shown on Table: Warden under “Facets Prepared”. The full list of facets is located at the end of the class description. These facets remain prepared indefinitely until the warden chooses to prepare again.

Each facet comes in three levels: lesser, greater, and grand. At first, the warden may only prepare lesser facets. Upon reaching 9th level, he may prepare greater facets, and upon reaching 15th level he may prepare grand facets. However, facets must be prepared in ascending order of strength.

In order to prepare a facet, the warden must have prepared all versions of that facet of a lower level. For example, if the warden wants to prepare the River of Life grand facet, he must also prepare both the lesser and greater versions of River of Life. Each of these prepared facets counts separately (in the previous example, preparing the lesser, greater, and grand versions of River of Life counts as three of the warden’s prepared facets for the day).

The warden uses these facets to enhance his ward, infusing it with new powers. Whenever he creates a ward, the warden may select a single facet he has. The ward he creates gains additional benefits as described in that facet’s entry. The effects of a facet are cumulative with its lower-level versions: applying a grand facet to a ward, for example, also applies the effects of the lesser and greater versions of that facet unless otherwise specified. The warden may only apply one facet to his ward, but may make a different selection each time he creates a ward. He can always choose to apply a lowerlevel version of a facet he has prepared. If the effects of a facet call for a saving throw, the Difficulty Class for the save is equal to 10 + 1/2 the warden’s level + his Wisdom modifier.

Immunity (Ex)

At 3rd level, the warden becomes immune to diseases, including both magical and supernatural diseases.

Protector’s Sense (Ex)

Starting at 4th level, a warden taps into his instinctual awareness of threats. The warden adds his Wisdom modifier to initiative checks in addition to his Dexterity modifier. He can always act in the surprise round even if he fails to make a Perception roll to notice a foe, but he is still considered flat-footed until he takes an action.

Natural Purity (Ex)

At 7th level, a warden becomes immune to poisons of any kind.

Improved Ward (Su)

At 9th level, the warden’s ability to manifest wards improves. He can now manifest two separate wards, each with a maximum radius of 15 feet, which can be maintained so long as he remains within medium range (100 ft. + 10 ft./level). Each one must be manifested with a separate swift action. If he tries to manifest more than two wards, he chooses which of the current wards dissipates. He can apply a different facet to each ward he places. The areas of his wards are unable to overlap: if he attempts to place a ward to overlap a ward he already has placed, the older ward dissipates immediately.

The warden can also determine how healthy creatures within his wards are, as a status spell. This effect only applies to willing creatures, and the effect is removed if a creature leaves the area of the ward.

Stalwart (Ex)

At 12th level, a warden can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the warden is wearing light armor, medium armor, or no armor. A helpless warden does not gain the benefit of the stalwart ability.

Wild Step (Su)

Starting at 13th level, the warden gains the ability to step across leylines to swiftly help those within his ward. As a move action, the warden can teleport a distance up to twice his normal movement speed. This movement does not provoke attacks of opportunity. The ending location of this teleportation must be an open location within the area of a ward he or another allied warden has manifested.

Greater Ward (Su)

At 15th level, the warden gains further strength for his wards. He can now manifest three separate wards, each with a maximum radius of 20 feet, which can be maintained so long as he remains within long range (400 ft. + 40 ft./level). As with improved ward, he can apply a separate facet to each ward he places and the wards cannot overlap.

Reverence (Su)

Upon reaching 16th level, the creatures of the wild come to respect the warden’s presence. Creatures of the animal, plant, or vermin type of Intelligence 2 or less never attack the warden or any of his allies within 20 feet of him unless magically compelled to do so. Creatures of these types with Intelligence 3 or higher can make a Will save (DC 10 + 1/2 the warden’s level + his Wisdom modifier) to negate the effect for 24 hours. If the warden or his allies take any hostile action towards the creature or its allies, it becomes immune to this effect for 24 hours (even if they failed their saving throw earlier).

Sentinel (Ex)

Starting at 19th level, a warden gains a near-prescient sense of possible threats. The warden treats his initiative roll as always being a natural 20 and he is never surprised.

Eternal Guardian (Su)

At 20th level, the warden ascends, joining the guardian voices of nature to become one of its everlasting protectors. His type changes to outsider, and he can count as either an outsider or his original type for the purpose of spells and effects (whichever is more beneficial to him). Additionally, the warden stops aging. Age bonuses still accrue, but he does not take any penalties for his age, any age penalties he previously had are removed, and he does not die from old age. Even if he dies from some other cause, he will spontaneously come back to life (as a resurrection spell) 24 hours later at a point of his choosing within 20 miles of the place he died. He must have visited the place he returns to life at least once.

Facets

The following represent the available facets that a warden can prepare each day. Each facet has three separate levels: lesser, greater, and grand. In order to prepare a facet, the warden must also prepare all lower-level versions of that facet.

Bones of the Earth

You channel the facets of stone, becoming as steadfast as a mountain.

  • Lesser: Allies inside the ward gain acid resistance equal to five times your verdant bonus.
  • Greater: Allies inside the ward gain an insight bonus to CMB equal to half your verdant bonus. Allies in the ward cannot be moved from their space by anything short of mind-affecting effects or teleportation and cannot be forced prone unless they allow it.
  • Grand: Allies inside the ward gain DR/adamantine equal to your verdant bonus.

Dawn’s Light

Your ward embodies the brilliance of the sun, its rays shining with gross incandescence.

  • Lesser: The area within the ward becomes bright light, while the lighting out to 20 feet beyond the ward’s edge increases by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Treat this as a 2nd-level light spell for the purpose of interaction with spells and effects that create darkness. Additionally, small motes of sunlight surround creatures in the ward, affecting all within as a faerie fire spell. The faerie fire lasts as long as the creature remains in the ward and for 1d4 rounds thereafter.
  • Greater: The ward now acts as a 4th-level light spell for the purpose of interacting with darkness effects. The area within 20 feet of the ward now sheds bright light, with the light 20 feet beyond that raised by one step. The interior of the ward reveals invisible foes, as an invisibility purge spell. Creatures outside the ward and within 20 feet are dazzled (no save). Any creature with light sensitivity or weakness to sunlight (such as a vampire or fungus) within bright light created by the ward must make a Reflex save or be blinded for 1 round. They must repeat this saving throw each round they remain in the area.
  • Grand: The ward now acts as a 6th-level spell for the purpose of interacting with darkness effects. Any creature that tries to enter the ward must make a Reflex save or be blinded for 1 round. The area within the ward and within 20 feet outside of it counts as natural sunlight for the purpose of creatures that are harmed by direct sunlight.

Eye of the Storm

You infuse your ward with the might of a hurricane, shielding your allies in the calm of its center.

  • Lesser: Allies inside the ward gain electricity resistance equal to five times your verdant bonus.
  • Greater: The edge of your ward swirls with wind, acting as a wind wall effect except it is a sphere with the same radius as your ward. It lasts indefinitely as long as the ward is manifested.
  • Grand: Powerful winds surround the ward that selectively block attacks. The wind wall effect from the ward’s greater version no longer blocks ranged attacks made from inside the ward firing outwards (similar to a fickle winds effect, but affecting an area instead of specific creatures).

Heart of the Wilds

You channel the facet of the deep wilderness, snaring and choking unwary trespassers.

  • Lesser: Whenever an ally inside the ward is hit by a melee attack, the attacker must make a Reflex save or be entangled for 1 round as vines and roots restrain it, anchoring it in place. An attacker needs to only make this save once per round, regardless of the number of attacks it makes.
  • Greater: Spectral thorns and brambles protect creatures in the ward. Each time an ally inside the ward is hit by a melee attack, the attacker is stung by the thorns, taking piercing damage equal to 1d6 + your verdant bonus. The damage is considered magic for the purpose of overcoming damage reduction. Attackers hitting with reach weapons are unaffected.
  • Grand: The ward is surrounded by plant growth. The area within 20 feet outside of the ward becomes difficult terrain. Creatures trying to enter the ward must make a Reflex save or be entangled for 1d4 rounds (though they are not anchored and can still move).

Moon’s Glow

Your ward radiates the moon’s pale light, bringing comfort to allies while purging the unnatural.

  • Lesser: Allies in the ward gain an insight bonus to their saving throws against curse effects equal to your verdant bonus. Aberrations and creatures with the shapechanger subtype that enter into or start their turn in the ward must make a Fortitude save or be sickened for 1 round.
  • Greater: Allies in the ward gain an insight bonus to their saving throws equal to your verdant bonus against polymorph effects and against effects that would cause confusion, insanity, feeblemind, and other forms of madness.
  • Grand: Creatures inside the ward are reverted from their unnatural states. Each creature that enters or starts their turn in the ward must make a Will save or be affected by true form, as the spell, using the save DC of your ward for the effect. A creature that makes its save is immune to this effect for 24 hours, even if you make another ward. Aberrations and shapechangers that fail the Fortitude save against this facet’s lesser effect are nauseated for 1 round on a failed save and sickened for 1 round on a successful one.

River of Life

Your ward in infused with a current of living energy, protecting the health and well-being of those within.

  • Lesser: Allies in the ward gain an insight bonus to their saving throws against poison and disease equal to your verdant bonus. They automatically stabilize when they fall below 0 hit points.
  • Greater: Healing energies are increased inside the ward. Spells from the conjuration (healing) school have their caster level increased by half your verdant bonus + 1. This same bonus applies to the effective class level of abilities and effects that restore hit points or cure conditions, such as your remedy class feature or a cleric’s channel energy. This bonus only applies to targets of these effects that are inside the ward and does not apply if these effects are used to harm a creature. Additionally, creatures inside the ward are protected from harsh conditions, as if affected by life bubble. The effect is removed if they leave the ward.
  • Grand: Halve any ability damage, ability drain, or ability penalties (such as those caused by ray of enfeeblement) inflicted on creatures inside the ward. Allied creatures inside the ward gain temporary hit points equal to your verdant bonus each round. These temporary hit points do not stack.

Spark of Creation

You channel a facet of creation, your ward becoming anathema to the unliving.

  • Lesser: Allies in the ward gain an insight bonus to their saving throws against effects that deal negative energy damage equal to your verdant bonus. Undead creatures that enter into or start their turn inside the ward take positive energy damage each round equal to 1d8 + twice your verdant bonus. A Will save halves the damage taken that round. Channel resistance applies to this saving throw.
  • Greater: Increase the damage dealt by this facet’s lesser version by 1d8. Allies in the ward gain an insight bonus to their saving throws against death effects and energy drain equal to your verdant bonus.
  • Grand: Increase the damage dealt by this facet’s lesser version by an additional 2d8 (for a total of 4d8). Undead that fail their Will save against the lesser facet effect flee as if panicked for 1d4 rounds (as the Turn Undead feat). An intelligent undead can make a new saving throw each round to stop fleeing.

Summer’s Heat

Your ward shimmers with intense heat: a comforting warmth for allies, a scalding fire to your foes.

  • Lesser: Allies inside the ward gain cold resistance equal to five times your verdant bonus.
  • Greater: Allies inside the ward deal an additional 1d6 fire damage with their weapon attacks. This stacks with other energy damage the weapon might deal and is not multiplied on a critical hit.
  • Grand: The ward is wreathed in flames. The ward acts as a wall of fire using your warden level as your caster level, except as noted here. The “wall” takes on the spherical shape of the ward, sending forth waves of heat outward in all directions. Creatures inside the ward are not affected; they can exit the ward safely without being burned by the wall, but are thereafter affected by the waves of heat outside the ward and are damaged if they cross the wall to re-enter the ward. The wall lasts as long as the ward is manifested. The flames do not harm objects or structures, nor natural vegetation and terrain.

Tranquil Aurora

Your ward shifts with the colors of a beautiful night sky, bringing peace to those that witness it.

  • Lesser: Allies inside the ward gain an insight bonus against fear, pattern, and emotion effects equal to your verdant bonus.
  • Greater: The ward calms aggression. Enemies that enter into the ward or start their turn inside the ward must make a Will save or be unable to benefit from morale bonuses, including positive emotional effects like a bard’s inspire courage or a barbarian’s rage. The effect lasts as long as they stay within the ward; if they leave and re-enter, they must save again. A creature that makes its saving throw is immune to this effect for 24 hours, even if you make another ward. This is a mind-affecting emotion effect.
  • Grand: The ward shimmers with entrancing lights. Creatures within 20 feet outside of the ward must make a Will save or be fascinated by the lights; the fascination lasts for a number of rounds equal to your warden level, after which the creature must save again or be fascinated again. A fascinated creature is also affected as by a calm emotions spell as long as it remains fascinated. A creature that makes its saving throw or whose fascination is broken by hostility is immune to this effect for 24 hours, even if you make another ward. This is a mind-affecting, emotion, pattern effect. Additionally, all fear effects inside the ward and within 20 feet of it are suppressed: their duration continues, but has no effect. The fear effect will take hold of the creature if it moves more than 20 feet away from the ward, provided the fear effect’s duration has not expired in the meantime.

Winter’s Chill

You channel a facet of the coldest winter nights, its icy embrace freezing intruders to the bone.

  • Lesser: Allies inside the ward gain fire resistance equal to five times your verdant bonus.
  • Greater: Your allies’ weapons are coated in rime. Each time an ally within the ward hits an opponent with a weapon attack, its speed is reduced by 5 feet for 1 round. Additional attacks stack the penalty but not the duration. If a creature’s speed is reduced by half, it must make a Fortitude save or have the movement penalty replaced by a slow effect (as the spell) for 1 round. A creature can only be subjected to this saving throw once per round. Creatures that are immune to cold damage are immune to this facet’s effect.
  • Grand: The ward crystallizes with piercing cold. Creatures attempting to enter the ward take 1d8 cold damage per point of your verdant bonus and are then slowed (as the spell) for 1d4 rounds. A successful Fortitude save halves the cold damage and negates the slowing effect. Creatures that take no damage from the cold are also unaffected by the slow effect. The cold does not harm objects or structures, nor natural vegetation and terrain.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever a character gains a level, a character with elementer, invoker, or warden as their favored class can choose a different benefit based on his or her race.

  • Aasimar: Add +1/4 to the warden’s level for the purpose of determining the effects of one secret.
  • Dwarf: Increase the number of facets the warden can prepare each day by 1/6.
  • Elf: Increase the Maximum Dexterity Bonus of armor the warden wears by +1/4 (max +3).
  • Gnome: Increase the warden’s effective level by +1/2 for the purpose of determining the maximum distance he can maintain his wards and use remedy.
  • Half-Elf: The warden gains 1/6 of a new secret.
  • Half-orc: The warden gains 1/2 point of DR/– against nonlethal damage (maximum DR 10/–).
  • Halfling: Add +1/3 to the number of times the warden can use remedy each day.
  • Human: The warden gains 1/6 of a new secret.
  • Ifrit: Add +1/2 bonus to Intimidate and Knowledge (planes) checks.
  • Oread: Add +1/2 bonus to Climb and Knowledge (planes) checks.
  • Sylph: Add +1/2 bonus to Acrobatics and Knowledge (planes) checks.
  • Tiefling: Add +2 to the warden’s Constitution score for the purpose of determining when he dies from negative hit points.
  • Undine: Add +1/2 bonus to Escape Artist and Knowledge (planes) checks.
Section 15: Copyright Notice

Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore

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