Class - Warden

Source: Converted from Hunter class, World of Warcraft

The warden is a stalker in the wilds, living on his knowledge of survival and skill with a bow or rifle. He is deeply in tune with nature, and some of its mightiest beasts are his allies. Of Golarion's many creatures, few can resist the warden's call, and fewer can survive his fury. Wardens are as varied as the world's many climates, but they are universally renowned for their amazing ability to find their prey and bring it down.

Role: The warden excels at pursuing and destroying a single target, using conjured poisons, animalistic aspects, and a supernaturally tamed companion to overwhelm his prey from range. He is most at home in the wilderness, where his tracking, stealth, and survival abilities make him an unmatched hunter and scout.

Alignment: Any, but many wardens are neutral, seeking to aid the balance of nature alongside their druidic allies.

Hit Die: d10.

Starting Wealth: 5d6 x 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), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Table: The Warden

Level BAB Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Serpent sting, sting 3/day, track, wild empathy
2nd +2 +0 +3 +0 Woodland stride
3rd +3 +1 +3 +1 Aspects (aspect of the monkey)
4th +4 +1 +4 +1 Careful aim
5th +5 +1 +4 +1 Sting 4/day, tame animal
6th +6/+1 +2 +5 +2 Aspect of the hawk
7th +7/+2 +2 +5 +2 Eagle eye
8th +8/+3 +2 +6 +2 Predator's mark
9th +9/+4 +3 +6 +3 Aspect of the beast
10th +10/+5 +3 +7 +3 Scorpid sting, sting 5/day
11th +11/+6/+1 +3 +7 +3 Swift tracker
12th +12/+7/+2 +4 +8 +4 Aspect of the cheetah
13th +13/+8/+3 +4 +8 +4 Camouflage
14th +14/+9/+4 +4 +9 +4 Tame magical beast
15th +15/+10/+5 +5 +9 +5 Aspect of the pack, sting 6/day
16th +16/+11/+6/+1 +5 +10 +5 Improved predator's mark
17th +17/+12/+7/+2 +5 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +6 +11 +6 Aspect of the wilds
19th +19/+14/+9/+4 +6 +11 +6 Improved eagle eye
20th +20/+15/+10/+5 +6 +12 +6 One with the wild, sting 7/day, viper sting

Class Features

The following are the class features of the warden.

Weapon and Armor Proficiency: A warden is proficient with all simple and martial weapons and with light and medium armor.

Wild Empathy (Ex): A warden can improve the attitude of an animal as though using the Diplomacy skill. The warden makes a check using his warden level plus his Charisma modifier to determine the result of this attempt (see the Diplomacy skill for DCs). The warden must be within 30 feet of the animal, and the attempt generally requires 1 minute of interaction. Wild empathy can also be used to influence a magical beast with an Intelligence score of 1 or 2, but the warden takes a -4 penalty on the check.

Track (Ex): A warden adds half his class level (minimum 1) to Survival skill checks made to follow or identify tracks.

Sting (Su): A warden can conjure poisons and apply them to projectiles as he fires or throws them. Before making an attack roll with a ranged weapon, the warden can declare that the attack is a sting of any type he knows. If the attack hits and deals damage, the poison takes effect. If the attack misses, the sting has no effect but is still expended. Creatures immune to poison are immune to stings. The warden can use this ability 3 times per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter. The save DC for all stings is equal to 10 + 1/2 the warden's class level + his Wisdom modifier.

Serpent Sting: The attack deals 1 additional point of damage, and the target takes 1 point of poison damage each round for a number of rounds equal to the warden's class level. A successful Fortitude save halves the total poison damage, applied at the end of the duration.

Scorpid Sting: The target must succeed at a Fortitude save or take 1d4 points of Strength damage and 1d4 points of Dexterity damage. This damage repeats each round for a number of rounds equal to the warden's class level. The warden must be at least 10th level to select this sting.

Viper Sting: The target must succeed at a Will save or be unable to cast spells for 1 full round. This sting has no effect on creatures that cannot cast spells. The warden must be at least 20th level to select this sting.

Aspects (Su): At 3rd level, a warden's connection to the wilds allows him to adopt the natural defenses and instincts of the animal world. By mimicking certain aspects of a creature's behavior, the warden gains animalistic abilities. A warden may have only one aspect active at a time. Switching aspects is a free action that can be taken once per round, but only on the warden's turn. The warden may use any aspect he knows any number of times per day; an aspect's effects last until he switches to another or deactivates it. The warden may choose to have no aspect active.

Aspect of the Monkey: The warden gains the evasion ability. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he takes no damage instead. Evasion can be used only if the warden is wearing light armor or no armor. A helpless warden does not benefit from evasion.

Aspect of the Hawk: The warden gains a +1 insight bonus on ranged weapon damage rolls for every 3 warden levels he possesses, to a maximum of +5 at 15th level. The warden must be at least 6th level to select this aspect.

Aspect of the Beast: The warden passes through natural terrain without leaving a trail and cannot be tracked by nonmagical means. He may move through any sort of natural difficult terrain - such as thorns, briars, or overgrown areas - at his normal speed and without taking damage or suffering any impairment. Magically manipulated terrain still affects him normally. The warden must be at least 9th level to select this aspect.

Aspect of the Cheetah: The warden's base land speed increases by 10 feet. In addition, the warden does not provoke attacks of opportunity when using the charge, run, or withdraw action. The warden must be at least 12th level to select this aspect.

Aspect of the Pack: When the warden and an ally are both adjacent to the same enemy, that ally is treated as flanking the enemy regardless of the ally's actual position. The warden must be at least 15th level to select this aspect.

Aspect of the Wilds: The warden gains a +4 insight bonus on all saving throws. The warden must be at least 18th level to select this aspect.

Woodland Stride (Ex): At 2nd level, a warden may move through any sort of natural undergrowth - such as natural thorns, briars, overgrown areas, and similar terrain - at his normal speed and without taking damage or suffering any other impairment. Terrain that has been magically manipulated to impede motion still affects him.

Careful Aim (Ex): At 4th level, a warden learns to make the most of a steady firing position. If the warden does not move before making ranged weapon attacks on his turn (including taking a 5-foot step), he gains a +1 competence bonus on ranged weapon damage rolls. This bonus increases by +1 for every 4 warden levels he possesses beyond 4th, to a maximum of +5 at 20th level.

Tame Animal (Su): At 5th level, the warden gains a supernatural bond with animals that allows him to interact with them on a spiritual level. A warden may attempt to tame any animal with no more than his warden level - 2 Hit Dice. The warden uses both natural and supernatural means to compel the creature to become his ally.

To attempt to tame an animal, the warden must be within 30 feet of the creature, and both must be able to see and hear each other. The attempt takes 1 round per Hit Die of the target. At the end of this time, the warden must succeed at a Handle Animal check (DC 18 + the creature's Hit Dice + the creature's Charisma modifier). He takes a -2 penalty on this check for each other creature in the area that appears threatening to the target.

If the check fails, the creature's attitude does not change, and the warden cannot attempt to tame that creature again for 24 hours. If the warden wounds or threatens a creature, he cannot attempt to tame it for 24 hours.

If the warden succeeds, the creature becomes his companion and gains several benefits (see The Warden's Companion, below). A warden may have only one companion at a time and may release it at any time as a free action. If his companion is slain or released, the warden cannot attempt to tame another creature for 24 hours.

Eagle Eye (Ex): At 7th level, a warden's sight sharpens considerably. The range increment for all ranged weapons he wields increases by 50%; this increase stacks with the benefit of the Far Shot feat. He also gains a +4 bonus on Perception checks, and the penalty on Perception checks due to distance is halved (-1 per 20 feet rather than -1 per 10 feet).

Predator's Mark (Ex): At 8th level, as a move action, a warden can study a single creature he can see and designate it as his marked prey. He gains a +2 competence bonus on attack rolls and a +2 competence bonus on damage rolls made with ranged weapons against the marked prey. He also gains a +4 competence bonus on Survival checks to track the marked prey and on Perception checks to notice or locate it.

A warden may have only one marked prey at a time. He may dismiss the mark as a free action. Once the mark is dismissed or the prey is dead, the warden may designate a new marked prey after 10 minutes.

Swift Tracker (Ex): At 11th level, a warden can move at his full speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of -20) when tracking at double his normal speed.

Camouflage (Ex): At 13th level, a warden can use the Stealth skill to hide in any natural terrain, even if that terrain does not provide cover or concealment. He cannot use this ability while moving faster than his normal speed.

Tame Magical Beast (Su): At 14th level, the warden can tame magical beasts in the same manner as animals using his Tame Animal ability, but takes a -4 penalty on Handle Animal checks to do so.

Improved Predator's Mark (Ex): At 16th level, the warden's predator's mark improves. The competence bonus on attack rolls and damage rolls against his marked prey increases to +4. Designating a marked prey is now a swift action rather than a move action, and the warden may designate a new marked prey immediately after his current prey is killed or the mark is otherwise dismissed, with no waiting period.

Hide in Plain Sight (Ex): At 17th level, a warden can use the Stealth skill to hide from creatures even while being observed, provided he is within natural terrain. He cannot use this ability while adjacent to a creature.

Improved Eagle Eye (Ex): At 19th level, the range increment bonus from Eagle Eye increases from 50% to 100% (this still stacks with the Far Shot feat). The warden's Perception bonus from Eagle Eye increases to +6, and he no longer takes any penalty on Perception checks due to distance.

One with the Wild (Su): At 20th level, the warden achieves a profound spiritual union with the natural world. He gains the following benefits permanently: the warden is immune to poison and disease; animals and magical beasts with an Intelligence score of 1 or 2 do not attack the warden unless magically compelled to do so; the Hit Die restriction on the warden's Tame Animal and Tame Magical Beast abilities is removed, and the warden may attempt to tame any qualifying creature regardless of Hit Dice; and once per day, the warden can use commune with nature as a spell-like ability with a caster level equal to his warden level.

Multiclassing and the Ranger

The warden is a standalone class and may be freely combined with any other class, including the ranger. However, GMs should be aware of one point of overlap: a character who possesses both a ranger's animal companion (via Hunter's Bond) and a warden's tamed companion would effectively control two full animal companions simultaneously, which is outside normal PF1e design assumptions.

The recommended approach is to treat the two companion abilities as the same pool: a warden who also has an animal companion from another source applies the relevant progression bonuses from both classes to a single companion animal, chosen when the second companion ability is gained. This mirrors Paizo's FAQ guidance on stacking animal companion classes (such as druid and ranger). The warden's companion-specific abilities - Link, Devotion, Share Aspect, and the bonus tricks - function normally for that shared companion.

All other overlap between the warden and ranger (Wild Empathy, Track, Woodland Stride, Evasion, Swift Tracker, Camouflage, Hide in Plain Sight) is either redundant and harmless, or provides the better of two identical benefits with no meaningful stacking concern.

The Warden's Companion

After the warden tames a creature, he may spend 8 uninterrupted hours with it to develop a spiritual link. After this period, the companion gains the benefits described in the table below.

Table: Warden Companion Abilities by Master Level

Warden Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
5th-6th +0 +2 +0 2 Evasion, link
7th-8th +2 +4 +1 4 Devotion, share aspect
9th-11th +4 +6 +2 6 Multiattack
12th-14th +6 +8 +3 8 -
15th-17th +8 +10 +4 10 Improved evasion
18th-20th +10 +12 +5 12 -

Companion Basics: Use the creature's base statistics and make the following changes.

Bonus HD: Extra d8 Hit Dice, each gaining the companion's Constitution modifier, as normal. Extra Hit Dice improve the companion's base attack bonus and base save bonuses and grant 2 additional skill ranks per HD.

Natural Armor Adj.: Add this value to the companion's existing natural armor bonus.

Str/Dex Adj.: Add this value to the companion's Strength and Dexterity scores.

Bonus Tricks: The companion knows this many bonus tricks in addition to any tricks the warden teaches it normally. These bonus tricks do not require training time or Handle Animal checks and do not count against the normal limit of tricks the companion may know. The warden selects these bonus tricks, and once selected they cannot be changed.

Evasion (Ex): If the companion succeeds at a Reflex saving throw against an effect that normally deals half damage on a successful save, it takes no damage instead.

Link (Ex): The warden can handle his companion as a free action, or push it as a move action, even without ranks in Handle Animal. He gains a +4 circumstance bonus on Handle Animal checks involving his companion.

Devotion (Ex): The companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Share Aspect (Su): The companion benefits from the warden's currently active aspect as though it also possessed that aspect.

Multiattack: The companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it has fewer than three natural attacks, it instead gains a second attack with its primary natural weapon at a -5 penalty.

Improved Evasion (Ex): When subjected to an effect that normally allows a Reflex saving throw for half damage, the companion takes no damage on a successful save and only half damage on a failed save.