Warden

Level 6
Creature· humanMediumRemaster
AC
24
HP
100
Speed
25 ft.
Perception
+17
Fort
+15
Ref
+15
Will
+11
Languages common
Skills athletics +15, stealth +13, survival +13, nature +11
Recall Knowledge DC 22 (society)

Attacks

Melee Bastard Sword +16 (two-hand-d12), Damage 1d8+10 slashing
Melee Fist +16 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Melee Composite Longbow +17 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 1d8+8 piercing

Abilities

Warding Strike

Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect


Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit.

Warden's Protection

A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.

Wardens are the chief guardians of borders and frontiers. Whether standing watch over a single village or an entire region, wardens keep a vigilant eye out for threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or along the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.