Warder (Character Kit)

Warder 
Warders are brave and strong-hearted souis who act as protectors and bodyguards to others* Most warders are paid professionals who hire their services out to those nobles and wealthy merchants who can afford them. In the dangerous realms of the Demi plane of Dread, there is no shortage of work and renown for these specialized mercenaries* Few warders are interested in fame or fortune, however, instead seeing the safety of friends and innocents as sufficient reward for their services. All warders are skilled guardians trained to place the well-being of those they protect, their charges, above their own concerns. 
Good-aligned warders are trustworthy friends and steadfast allies, often considering it their duty to look after those who are weaker or less fortunate than themselves even when not hired to do so. Neutral warders are mostly concerned with getting their job done and often have few or no close acquaintances. Evil warders are ruthlessly mercenary, selling their services to the highest bidder and protecting their charges only as much as is required by the letter of their contracts. 
Class/Race: Only fighter and priest classes may be warders. No race is barred from this kit, but most warders are human. 
Requirements; A warder must be of lawful alignment. 
Role: As a PC, a warder can be hired by specific members of an adventuring party, or he might volunteer his services to help a good cause or watch over a close friend. Because of his strong concerns for others, a warder often fits into a team better than some other character types, A warder should always be keeping an eye on his charge and may also watch out for the weaker members of a party. The warder's keen alertness and resistance to fear, horror, and madness makes him of great benefit to any group that adventures in the domains of Raven loft, or in any frightening and dangerous place. 
As an NPC, a warder can be a useful ally lor adventurers. Despite usually being a powerful hero, an NPC warder won't steal the glory of the PCs, instead spending his efforts to ensure the safety of those he is paid to protect. Since warders are generally concerned only with defending someone, they do not make good primary antagonists. However, a major villain might well have a hired warder of his own, who the PCs would then have to deal with. 
Weapon Proficiencies; The warder may use any weapons normally allowed by his character class. 
Nonweapon Proficiencies:
* Bonus: Alertness. Recommenced: Healing
Equipment: Warders often carry shields to help them protect their charges. 
Special Benefits: The special benefits available to warders are applicable only when they have charges. A warder may have only one charge at a time, and it is usually someone the warder has been hired to protect for a specific mission or period of time. A warder may decide to make someone a charge without being paid to do so, but the warder's player must inform the DM of this as soon as the decision is made. To be a successful guardian in the lands of the Mists, a warder's constant vigilance over his charge is maintained even at an instinctive level, allowing a warder to sense when his charge is threatened even when there is no obvious evidence of the threat. Whenever a warder's charge is in serious danger, such as when he is about to be attacked, set off a trap, ingest a poisonous food, or even fall into a pit, the warder is allowed to make a saving throw vs. parlayzation, On a successful save, the warder is aware of a strong danger to his charge. This sense occurs no more than one round before the danger strikes the charge and may give as little as a fraction of a second's warning (at the DM's discretion). The warder never knows the exact nature of the threat, nor do his instincts warn him of a threat to anyone but his charge. This ability borders on the supernatural and is not something the warder can or teach to others. 
Also, a warder brave defense of his barge allows him to ignore his own fear as long as his charge is within sight. This makes the warder immune to fear, horror, and madness checks as well as magical fear effects while with his charge. Only if he is separated from his charge can the warder's courage fail him, in which case he makes a fear, horror, and mad ness checks normally. because a warder is trained to protect charge even at the risk of his own life, a warder may use his shield to protect his charge as long as the charge is within 5 feet. This grants the charge the normal AC benefits of a shield but prevents the warder from gaining any benefits from the shield. If the warder does not have a shield but has an AC of at least 7, he may use his body to protect the cl large. This grants the charge an AC bonus of 2 but penalizes the warder's AC by 3. If the warder's AC is worse than 7, he cannot effectively protect his charge well enough to grant an AC bonus, 
Special Hindrances: The warder never willingly leaves a charge he has sworn lo protect, no matter how great the 
odds against him. If a warder sees that a charge is in serious danger, the warder attempts to move him to safety, even if the charge does not wish to go. If a warder ever willingly leaves a charge in danger, he immediately and permanently loses all benefits of this kit. 
Additionally, if a warder's charge is kidnapped, killed, or lost, the warder blames himself If the charge is merely missing, or his fate is unknown, the warder suffers a -1 penalty to a11 rol1s until his charge is recovered. Witnessing the death of someone under his protection, however, forces a warder to make a honor check. Additionally, the warder falls into a deep depression that places him at a -2 penalty lo all his rolls for 1–6 weeks. 
Wealth Options: A warder starts with the amount of wealth normally allowed by his character class.
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