Showing posts with label Wardens of the Council. Show all posts
Showing posts with label Wardens of the Council. Show all posts

Friday, March 9, 2018

Campaign Design - Prestige Class: Warden Stalker

Warden Stalker (adapted from the Player's Guide to Rangers and Rogues)

Many have heard of the Wardens of the High Council - those noble warriors who brave the wilderness and even enemy encampments in order to keep the people of the Freeholds and their allies safe and well-informed. the heroic adventures of these admirable souls are an inspiration and comfort to the common Freeholder as well as a thorn in the side of the enemies of the Freeholds. What the common freeholder does not know, however, is that even wardens have their limits; there are some forms of intelligence gathering to which these hardy warriors are simply ill-equipped to pursue. Fortunately, the High Council is not without resources. If a task requires the highest level of subterfuge, and presents the maximum level of danger, the High Council relies upon the warden stalkers. Such a well-kept secret that even some wardens do not know they exist, the warden stalkers are the agents of the High Council who infiltrate the courts, armies, and urban regions of the Freeholds' enemies. Insinuating themselves into the highest positions and most dangerous surroundings, the warden stalker is a master of disguise, deception, and discovering even the most closely guarded secrets. At need, a warden stalker may also act as a burglar, or in the most desperate of cases, an assassin.

Hit Die: d8.
Luck Die: d6.

Requirements
To become a warden stalker, one must meet the following criteria:
  • Alignment: Any non-evil.
  • Base Reflex Save: +4.
  • Skills: Bluff 5+ ranks, Disguise 5+ ranks, Gather Information 7+ ranks, Search 5+ ranks.
  • Feats: Run, Track.
  • Ability: Uncanny Dodge.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
Class Skills
  • The warden stalker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft: Any (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump(Str), Listen (Wis), Move Silvently (dex), Open Lock (Dex), Perform: Any (Cha), Profession: Any (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 6 + Intelligence modifier.
Class Features
All of the following are class features of the warden stalker prestige class.
  • Base Attack Bonus: Average. A warden stalker gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A warden stalker gains +1⁄3 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A warden stalker gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A warden stalker gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Warden stalkers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Warden stalkers are proficient with light armor, but not with shields.

  • Spells: Beginning at 2nd level, a warden stalker gains the ability to cast a small number of divine spells. To cast a spell, he must have a Wisdom score of at least 10 + the spell's level, so a warden stalker with a Wisdom score of 10 or lower cannot cast these spells. This prestige class' bonus spell are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the stalker's Wisdom modifier. Warden stalkers cast spells from the Warden Spell List. The character has access to any spell on this list and may freely choose which spell to prepare as in the case of a druid.

  • Read Faces (Ex): The warden stalker must interact on a daily and casual basis with some of his most dangerous enemies. It is vital, therefore, fir him to always know what these enemies are thinking. Warden stalkers are trained to be nearly telepathic, simply by reading the facial expressions and mannerisms of those around them. All Sense Motive DCs are halved for the warden stalker. In addition, twice per day, the warden stalker may attempt to discern the surface thoughts of a single individual by rolling a Sense Motive check with the target's Intelligence score as the DC. This ability is similar to the Knowledge domain spell detect thoughts, but it differs in the following ways:

    Read Faces can only be used on humanoids and can only target on individual at a time. Like the detect thoughts spell, it takes three rounds of concentration to actually discern surface thoughts; the first two rounds are spent attuning oneself to the target. The first round reveals information similar to an ordinary successful Sense Motive check. The second gives the warden stalker a fairly clear idea of the target's most common habitual emotions (such as irritation, nervousness, or contentment). The third round grants access to surface thoughts, but in the form of emotions and ideas rather than in sentences or pictures. If a warden stalker is interrupted during this time, he may make an opposed Concentration skill check against the target's Bluff skill check to continue the reading. If he fails to keep his concentration, he gains no further information and has used up a read faces attempt for the day. After three rounds, the warden stalker can learn no more from this ability.

  • Blend In (Ex): Warden stalkers are masters at pretending to be things they are not. At 2nd level, with a successful Bluff or Disguise check (base DC 15, with the die roll modified as indicated on the table below), the warden stalker is able to fully adopt the accents and mannerisms of whatever sort of person he is pretending to be.

    In addition, a warden stalker may use his ranks in Speak Language as if they were an ordinary skill (Intelligence based; and the character is considered to have one rank per language known), in order to make himself understood in a language he does not speak well, to adopt local dialects of a language he already knows, or to attempt to get a basic understanding of a language being spoken.

    Adopted Identity
    Modifier
    Is from a specific profession in which the character has no ranks
    -2
    Is from a different but similar culture
    -2
    Is from a vastly different culture
    -5
    Is that of a specific, real person
    -10
    Must fool people from the same culture as the assumed identity
    -3
    Must fool people of a vastly different culture than the assumed identity
    +3
    Must fool an extremely isolated and close-knit culture
    double modifier (positive or negative)

  • Sneak Attack (Ex): If a warden stalker can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The warden stalker's attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by +1d6 at 5th level, and an additional +1d6 at 8th level. Should the warden stalker score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a warden stalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A warden stalker can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The warden stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A warden stalker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If the warden stalker gets a sneak attack bonus from another source, the bonuses to damage stack.

  • Bonus Feat: At 3rd level, a warden stalker may select a bonus feat from the following list: Brawny, Charming, Clever, Learned, Quick, and Sturdy. The character must meet all prerequisites for the chosen feat.

  • True Lies (Ex): Warden stalkers are adept lying to maintain their false identities. They have been trained so extensively in this area that all Bluff DCs arehalved for them. In addition, even spells dealing with lies and truth, such as the 2nd level cleric spell zone of truth, are easier for the warden stalker to circumvent. If any enchantment or divination spells attempt to force a warden stalker to betray his cause or steal dangerous information from his mind, the warden stalker has a greater protection against these things than most other people. If the spell does not provide a saving throw, the warden stalker gains a Will save to negate the effects. If there is a saving, as is the case with zone of truth, the warden stalker may roll a second save any time the first save fails. This effect is similar to the rogue special ability slippery mind.

  • Lightning Reflexes: At 4th level, a warden stalker gains the Lightning Reflexes feat as a bonus feat.

  • Iron Will: At 5th level, a warden stalker gains the Iron Will feat as a bonus feat.

  • Great Fortitude: At 6th level, a warden stalker gains the Great Fortitude feat as a bonus feat.

  • Toughness (Ex): At 7th level, a warden stalker gains the Toughness feat as a bonus feat.

  • Perfect Disguise (Ex): The warden stalker is extremely adept at disguise. At 8th level, once per day, the warden stalker may create a disguise that is almost impossible to see through (gaining a +15 to Disguise checks). Though it is completely non-magical (and requires props and preparation like any ordinary disguise), it is actually more effective than most magical disguises, such as alter self or even polymorph. When the warden stalker has very limited access to props and makeup or insufficient time for preparation, he may still use this ability, but only gains a +7 bonus to Disguise skill checks.

  • Undeceivable (Ex): At 9th level, the warden stalker is nearly impossible to deceive, even by magical means. Attempts to use the Bluff skill against the warden stalker automatically fail unless the character attempting the bluff is both of highers level than the warden stalker and has more ranks in Bluff than the warden stalker has in Sense Motive.

    Additionally, all illusions and any enchantments that try to convince the warden stalker of something that is not true are easier for the warden stalker to resist. If such spells do not have a saving throw, the warden stalker receives a Will saving throw anyway to negate the magical effects. If they do have a saving throw and the warden stalker fails his roll, he may reroll the save once more, one round later.

  • Natural Healing (Su): A 10th level warden stalker has an exceptionally quick recovery time. He recovers twice his character level in hit points each night, and temporary ability damage is also recovered at twice the normal rate (i.e. 4 points per day of complete bed rest). In addition, one point of temporary ability damage is recovered each day even if the warden stalker is active.
Warden Stalker
Spells
Level
Special
1st
2nd
3rd
4th
1stRead Faces
-
-
-
-
2ndBlend In, Sneak Attack +1d6
-
-
-
-
3rdBonus Feat, True Lies
1
-
-
-
4thLightning Reflexes
1
0
-
-
5thIron Will, Sneak Attack +2d6
1
1
-
-
6th
Great Fortitude
1
1
0
-
7thToughness
1
1
1
-
8thPerfect Disguise, Sneak Attack +3d6
1
1
1
0
9thUndeceivable
2
1
1
1
10thNatural Healing
2
2
1
1

Home     Prestige Classes

Thursday, March 8, 2018

Campaign Design - Prestige Class: Warden Arcanist

Warden Arcanist (adapted from the Player's Guide to Rangers and Rogues)

The scouts, warriors, and rogues who make up the bulk of the Wardens of the High Council are justly celebrated as heroes in many parts of the Freeholds. Less well known are the arcane spellcasters who have also joined the organization, and whose magical abilities have contributed to its victories.

Warden arcanists are relatively rare within the organization as a whole. At the same time, arcanists have proven themselves to be invaluable assets when facing certain enemies, especially those who possess spellcasting abilities of their own.

The warden arcanists are in many ways very much like their non-magical counterparts in the Wardens of the High Council. They receive training in wilderness survival and combat. They are expected to move quickly and be able to endure the hardships of outdoor living. The remainder of their skills emphasize their spellcasting abilities, honing their magical prowess to complement their warden training. Like all other wardens, arcanists learn the ways of their enemies in great detail and in combat, that knowledge can be used with great effect. Whereas an ordinary warden would learn the weaknesses of an enemy to better strike with sword and bow, warden arcanists learn to use their spells more effectively - dealing greater damage and making their spells harder to resist.

Despite their relatively small numbers, warden arcanists are more likely to operate farther from the Freeholds than are ordinary wardens. The most significant reason for this is that arcanists are often well-suited to take on solitary missions that demand extensive travel. Such magic wielders seek out ancient lore and explore ruins of the past - all in the name of the High Council's goals. During these travels, some function as ambassadors for the organization, as well as recruiters of other arcanists.

Hit Die: d6.
Luck Die: d2.

Requirements
To become a warden arcanist, one must meet the following criteria:
  • Alignment: Any non-evil.
  • Skills: Spellcraft 7+ ranks.
  • Feats: Endurance, Track.
  • Spellcasting: Must be able to cast 2nd-level arcane spells.
  • Special Ability: Favored Enemy.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
Class Skills
  • The warden arcanist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft: Any (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession: Any (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the warden arcanist prestige class.
  • Base Attack Bonus: Average. A warden arcanist gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A warden arcanist gains +1⁄3 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A warden arcanist gains +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A warden arcanist gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: A warden arcanist gains proficiency with all simple and martial weapons. A warden arcanist gains no new proficiency with any armor or shields. Armor of any type interferes with the warden arcanist's arcane gestures, which can cause his spells to fail (if those spells have somatic components).

  • Spells per Day: When a new warden arcanist level is gained, the character gains new spells per day as if he has also gained a level in an arcane spellcasting class he also have levels in. He does not, however, gain any other benefit a character of that arcane spellcasting class would have gained (metamagic or item creation feats, and so on). This essentially means that he adds the level of warden arcanist to the level some other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

    If a character has more than one arcane spellcasting class, he must decide to which class he adds each level of warden arcanist for purposes of determining spells per day when he adds the new level. Levels in this class do stack for the purposes of familiar advancement.

  • Warden Spells: Warden arcanists add the spells on the Warden Spell List to their arcane caster spell lists. When the warden arcanist gains new spells, at least one of his new spells at each applicable level must be chosen from this list.

  • Favored Enemy Focus (Ex): At 1st level, the warden arcanist may add +2 to the DC for all saving throws against spells he casts against creatures belonging to any of his favored enemies. The bonus increases to +3 at 5th level, and +4 at 9th level.

  • Favored Enemy Damage (Ex): At 2nd level, the warden arcanist may add +1 damage per die to all damage-dealing spells he casts against a creature belonging to any of his favored enemies. Thus, a fireball cast against a favored enemy deals 1d6+1 points of damage per caster level (up to the usual maximum dictated by the spell description). The bonus per die increases to +2 at 6st level, and +3 at 10st level.

  • Sprint (Ex): At 3rd level, a warden arcanist may take the charge action to move three times his normal speed.

  • Tireless (Ex): At 3rd level, a warden arcanist learns to endure the hardships and constant travel associated with their training and lifestyle. The DC for their Constitution checks doesn't suffer the normal circumstance penalty when warden scouts run for a number of rounds greater than the Constitution score

  • Favored Enemy: At 4th level, a warden arcanist has served the Council long enough to learn the ways of the Council's most prominent enemies. The warden scout may select a favored enemy from among those given on the Warden Favored Enemies table, or another type of favored enemy approved by the DM. The warden arcanist gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 8th level, the warden arcanist may select an additional favored enemy from those given on the table. In addition, at such time, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the warden arcanist chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the warden arcanist’s bonuses do not stack; he simply uses whichever bonus is higher. This bonus stacks with any similar bonus a warden arcanist may have if he has ranger levels.

    Warden Favored Enemies
    AberrationMagical beast
    AnimalMonstrous Humanoid
    ConstructOoze
    DragonOutsider (air)
    ElementalOutsider (chaotic)
    FeyOutsider (earth)
    GiantOutsider (evil)
    Humanoid (alvari)Outsider (fire)
    Humanoid (aquatic)Outsider (good)
    Humanoid (dwarf)Outsider (lawful)
    Humanoid (goblinoid)Outsider (native)
    Humanoid (gnome)Outsider (water)
    Humanoid (halfling)Plant
    Humanoid (human)Undead
    Humanoid (orc)Vermin
    Humanoid (reptilian)

  • Great Fortitude: At 7th level, a warden arcanist gains the Great Fortitude feat as a bonus feat.
Warden Arcanist
Level
Special
Spells per Day
1stFavored Enemy Focus +2, Warden Spells+1 arcane spellcasting level
2ndFavored Enemy Damage +1+1 arcane spellcasting level
3rdSprint, Tireless+1 arcane spellcasting level
4thFavored Enemy+1 arcane spellcasting level
5thFavored Enemy Focus +3+1 arcane spellcasting level
6thFavored Enemy Damage +2+1 arcane spellcasting level
7thGreat Fortitude+1 arcane spellcasting level
8thFavored Enemy+1 arcane spellcasting level
9thFavored Enemy Focus +4+1 arcane spellcasting level
10thFavored Enemy Damage +3+1 arcane spellcasting level

Home     Prestige Classes

Wednesday, March 7, 2018

Campaign Design - Prestige Class: Warden Scout

Warden Scout (adapted from Relics & Rituals)

The Wardens of the High Council form an elite force trained and put into service by the Alliance of Freeholds. Recruits who survive the rigorous training and harsh initiation tests required to become a warden part reconnaissance experts, part border guards, part spies, and part warriors.

Formed shortly after the formation of the Alliance of Freeholds, the ranks of the Wardens were originally drawn from human rogues, scouts, and rangers, but now it has become a prestigious appointment and many members of other races and professions pursue the honor. Not only do the warden scouts become hardier from the life they endure, the danger draws many who are enticed by such adventurous notions.

While the Wardens of the Council are organized into a military hierarchy, warden scouts are often granted great autonomy, especially once they are in the field. The High Council may call upon them at any time, but wardens regularly receive permission to pursue their own missions, especially when the objective benefits the Alliance itself.

Warden scouts pursue many different tasks - they may serve as diplomats or spies to infiltrate enemy nations, as scouts the gather information on the threats that border the Freeholds, or lead larger forces in a military campaign, as agents of the law to hunt down brigands, as guerilla warriors to lead rebel militias in hostile lands, or even as advisors loaned to foreign allies.

Hit Die: d12.
Luck Die: d3.

Requirements
To become a warden scout, one must meet the following criteria:
  • Alignment: Any non-evil.
  • Base Attack Bonus: +5.
  • Skills: Diplomacy 5+ ranks, Gather Information 5+ ranks, Handle Animal 5+ ranks, Survival 7+ ranks.
  • Feats: Endurance, Track.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
Class Skills
  • The warden scout's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession: Any (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the warden scout prestige class.
  • Base Attack Bonus: Good. A warden scout gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A warden scout gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A warden scout gains +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A warden scout gains +1⁄3 base Will save bonus per class level.

  • Weapon and Armor Proficiencies: A warden scout gains proficiency with all simple and martial weapons, light armor, medium armor (except chainmail), and shields (except tower shields).

  • Spells: Beginning at 2nd level, a warden scout gains the ability to cast a small number of divine spells. To cast a spell, he must have a Wisdom score of at least 10 + the spell's level, so a warden scout with a Wisdom score of 10 or lower cannot cast these spells. This prestige class' bonus spell are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the scout's Wisdom modifier. Warden scouts cast spells from the Warden Spell List. The character has access to any spell on this list and may freely choose which spell to prepare as in the case of a druid.

  • Sprint (Ex): At 1st level, a warden scout may take the charge action to move three times his normal speed.

  • Tireless (Ex): At 2nd level, a warden scout learns to endure the hardships and constant travel associated with their training and lifestyle. The DC for their Constitution checks doesn't suffer the normal circumstance penalty when warden scouts run for a number of rounds greater than the Constitution score.

  • Favored Enemy (Ex): At 2nd level, a warden scout has served the Council long enough to learn the ways of the Council's most prominent enemies. The warden scout may select a favored enemy from among those given on the Warden Favored Enemies table, or another type of favored enemy approved by the DM. The warden scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 6th level and again at 10th level, the warden scout may select an additional favored enemy from those given on the table. In addition, at such time, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the warden scout chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the warden scout’s bonuses do not stack; he simply uses whichever bonus is higher. This bonus stacks with any similar bonus a warden scout may have if he has ranger levels.

    Warden Favored Enemies
    AberrationMagical beast
    AnimalMonstrous Humanoid
    ConstructOoze
    DragonOutsider (air)
    ElementalOutsider (chaotic)
    FeyOutsider (earth)
    GiantOutsider (evil)
    Humanoid (alvari)Outsider (fire)
    Humanoid (aquatic)Outsider (good)
    Humanoid (dwarf)Outsider (lawful)
    Humanoid (goblinoid)Outsider (native)
    Humanoid (gnome)Outsider (water)
    Humanoid (halfling)Plant
    Humanoid (human)Undead
    Humanoid (orc)Vermin
    Humanoid (reptilian)

  • Ferocity (Ex): A warden scout is so strong and healthy at 3rd level that he can continue to fight or take full actions even while disabled or dying (see the Player's Handbook, page 145). The character still takes a point of damage for taking actions while disabled, and still suffers one point of damage every round they are dying unless stabilized by healing magic or a Heal check. If a dying warden scout takes any actions after becoming stable, they immediately begin losing one hit point per round until stabilized again.

  • Bonus Feat: At 3rd level, a warden scout may select a bonus feat from the following list: Brawny, Charming, Clever, Learned, Quick, and Sturdy. The character must meet all prerequisites for the chosen feat.

  • Great Fortitude: At 4th level, a warden scout gains the Great Fortitude feat as a bonus feat.

  • Iron Will: At 5th level, a warden scout gains the Iron Will feat as a bonus feat.

  • Lightning Reflexes: At 6th level, a warden scout gains the Lightning Reflexes feat as a bonus feat.

  • Toughness: At 7th level, a warden scout gains the Toughness feat as a bonus feat.

  • Resist Massive Damage (Ex): The rules for sustaining massive damage (see the Player's Handbook, page 145) do not apply to warden scouts of 8th level and above.

  • Natural Armor (Su): At 9th level, the preturnatual resilience of a warden scout grants him a natural bonus to his Armor Class of +2. This bonus stacks with any other natural armor bonus the character may have.

  • Natural Healing (Su): A 10th level warden scout has an exceptionally quick recovery time. He recovers twice his character level in hit points each night, and temporary ability damage is also recovered at twice the normal rate (i.e. 4 points per day of complete bed rest). In addition, one point of temporary ability damage is recovered each day even if the warden scout is active.
Warden Scout
Spells
Level
Special
1st
2nd
3rd
4th
1stSprint
0
-
-
-
2ndFavored Enemy, Tireless
0
-
-
-
3rdBonus Feat, Ferocity
1
-
-
-
4thGreat Fortitude
1
0
-
-
5thIron Will
1
1
-
-
6th
Favored Enemy, Lightning Reflexes
1
1
0
-
7thToughness
1
1
1
-
8thResist Massive Damage
1
1
1
0
9thNatural Armor
2
1
1
1
10thFavored Enemy, Natural Healing
2
2
1
1

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