The Dungeon Masters Guild
New Class Kits

                                      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.