The
Warder
by
"MP"
Everywhere in the world has it's own unique
benefits and pitfalls, none know this more than the Warder. The Warder
is one with his environment spending countless hours along in the
wilderness or stalking prey in alleyways. No one knows an area better
than it's Warder, every tree, cave, animal species and hidden wonder
is known to the Warder.
Adventures: Warders are often scouts, bounty hunters, or defenders
within their chosen home. They often help guide people through particularly
dangerous areas, help find a particular place or creature, or hunt
for those things that disturb the area's normal activities.
Alignment: Warders can be any alignment but most often lean towards
Lawful or Good, though Neutral is common as well. They maintain order
in their areas and often work to keep out creatures that disturb his
territory. A Warder takes great pride in his area and his area reflects
on his abilities.
Races: Warders can be of any race. Forest Warders are often elven
while Cave warders are often Dwarves. Races most commonly found in
the area are the most common Warders.
Classes: Warders get along well with most other classes though they
can find a certain amount of commonality with Paladins, Rangers, Druids,
and Monks.
Base Attack Bonus: As per Ranger.
Saving Throws: As per Ranger
Alignment: Any
Hit Die: d10
Proficiencies: As per Ranger
Skills
The Warders' base class skills are Animal Empathy, Climb, Craft, Handle,
Animal, Heal, Hide, Intuit Direction, Jump, Knowledge, Listen, Move
Silently, Profession, Ride, Search, Spot, Swim, Use Rope, and Wilderness
Lore.
Skill Points at 1st Level: (4+ Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Fighting Style: Warders come from all walks of life, and their styles
of fighting show it. However there are several basic styles that Warder's
prefer and these styles are passed down from Warder to student. At
first level a Warder must pick one of the following fighting styles
from the list below. The fighting style of the character will determine
the bonus feats that the character receives at 1st, 5th, 10th, 15th,
and 20th level.
· Woodsman - Track, Two-Weapon Fighting, Skill Focus (Wilderness Lore),
Improved Initiate, Expertise
· Two-handed fighter - Ambidexterity, Two-Weapon Fighting, Quickdraw,
Improved Two-Weapon Fighting, Combat Reflexes
· Mounted Combatant- Mounted Combat, Ride-By Attack, Trample, Spirited
Charge, Power Attack
· Archer - Point Blank Shot, Precise Shot, Far Shot, Rapid Shot, Improved
Critical
· Mounted Archer - Mounted Combat, Mounted Archery, Point Blank Shot,
Precise Shot, Far Shot
· Peasant - Expertise, Improved Disarm, Improved Trip, Improved Critical,
Combat Reflexes
· Savage - Power attack, Heavy Armor Proficiency, Cleave, Sunder,
Great Cleave
· Quick - Quick Draw, Improved Initiate. Weapon Focus (light weapon
only), Weapon Finesse (light weapon only), Combat Reflexes
A DM and player may wish to create their own Style or modify an existing
Style. New Styles should be created at the beginning of a campaign
during character creation. Once created a Style should not be modified.
A DM should make sure that a Style fits a theme for the character
and does not just allow the player to pick five feats that they like.
Favored Terrain: At first level, fourth level, and every four levels
thereafter a Warder must pick a type of terrain that he is most familiar
with. This will be a terrain that the Warder has spent extensive time
in, getting to know the climate, landscape, and animals therein. While
in the specified type of terrain he will gain a +1 class bonus for
every two class levels to Knowledge (nature), and Wilderness Lore.
Examples of terrain types would be; forest, desert, mountain, city,
rural, plains, underground, Underdark, tundra, ocean.
Home Turf: at first level, third level, and every three levels thereafter
a Warder may pick an area that he has become familiar with and designate
it as his Home Turf. Home Turf can be anything from a section of a
large city, to an entire town, to several miles of wilderness, the
GM and player will decide what would be appropriate Home Turf. While
within his home turf a Warder gains a +1 class bonus for every two
class levels to Intuit Direction, Knowledge (Geography), Spot, and
Search.