Warden

<color=Gold>Warden</color>

Those who seek to emulate Faerun's most skilled trackers, spies, and guardians of the wilderness follow the path of the aptly named Warden. Wardens are skilled stalkers and will hunt their target through the shadows using a variety of means and with an array of weapons that can range from the longbow, to swords, to simply their trained animal companions. Warden training advances a large number of combat styles, used most often by Rangers, Druids, and those who employ stealth tactics.

<color=Gold>Requirements:</color>

- **Skills:** Listen 8 ranks, Spot 8 ranks, Survival 8 ranks

- **Feats:** Toughness

- **Base Attack Bonus:** +5

- **Spellcasting:** Must be able to cast lvl 3 divine spells.

<color=Gold>Class Features:</color>

- **Hit Die:** d8

- **Base Attack Bonus:** High.

- **High Saves:** Fortitude, Reflex

- **Weapon Proficiencies:** Martial.

- **Armor Proficiencies:** None.

- **Spellcasting:** You gain +1 Divine Spellcasting Level every except 1st and 8th level.

- **Skill Points:** 6 + Int Modifier.

- **Class Skills:** Concentration, Craft (alchemy, armor, trap, weapon), Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot, Survival, and Tumble.

-**SpellCasting:** At every level except 1st and 8th, a Warden gains +1 Divine Spellcasting.

- **Born Tracker:** At 1st level, the Warden has become adept at tracking and applies half their class level towards their Listen, Search, Spot, and Survival. In addition, they gain +1.33 hit points and +0.06 regeneration for every 1 points invested in their Base Survival skill, up to a maximum of +40 hit points and +2 regeneration. These bonuses also apply to the Warden's animal companion if they have one.

- **Evasion:** At 2nd level the Warden gains the Evasion feat. Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.

- **Hunter's Bola:** At 3rd level a Warden develops a new technique to ensnare an enemy, preventing it from running away or hiding. They make a ranged attack and if successful their opponent is caught by the bola and receives d8(levels in Warden Class) of Acid Damage. Target also must make a Reflex save or be rooted in place for 4 seconds and are unable to enter stealth. If they succeed their save they are instead slowed by 50% for 4 seconds. This ability has a 30 second cooldown.

- **Bonus Feat:** At 4th level and 9th level the Warden gains a bonus feat to help their combat arts. They may choose from the following list of feats, if they qualify for the feat: Two-weapon fighting, Improved Two-weapon fighting, Greater Two-weapon Fighting, Perfect Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Defense, Point Blank Shot, Rapid Fire, Improved Rapid Fire, Multishot, One Shot, Dodge, Mobility, Power Attack, Improved Power Attack, Cleave, Great Cleave, Spring Attack, Whirlwind Attack, Combat Expertise, Improved Combat Expertise, Knockdown, Improved Knockdown, Disarm, Improved Disarm, Steadfast Determination, Extra Wild Shape, Elephant Hide, Oaken Resilience, Dinosaur Companion, Epic Animal Companion, Epic Prowess, Armor Skin, Combat Insight, Expose Weakness.

- **Defensive Roll:** At 5th level, when a Warden suffers damage from an attack that would put them below 1 hit point, they may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.

- **Path of the Warden:** At 6th level, the Warden specializes in a form of combat. They may choose one of three special arts that enhance their combat ability:

* Warden's Strike: The Warden can stab their target with their main-hand and off-hand (if they have one) inflicting a grevious wound for a for each hand that also causes them to hemorrhage overtime. This ability has a 7 second cooldown and requires melee weapons.

* Explosive Arrow: The Warden can unleash an explosive arrow that strikes their target and those around them for fire damage and also causes them to burn for a short period of time. This ability has a 10 second cooldown and requires a ranged weapon.

* Wild Bond: While the Warden has an Animal companion active, their companion passively deals 2d8 + Warden level in damage each round to all enemies around them while in companion and heals the Warden and companion for 25% of the damage dealt. Additionally, both the Animal Companion and Warden gain an additional + 2 dodge armor class.

- **Improved Evasion:** At 7th level the Warden gains the Improved Evasion feat. Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.

- **Hide in Plain Sight:** At 8th level, a Warden may attempt to enter stealth mode even while being observed. If the attempt fails, the Warden may try again in 6 seconds (1 round).

- **Master Warden:** At 10th level, the Warden's natural bond with the wilds and tracking talents culminate in developing a unique sense for dding hidden foes. They gain the Scent bonus feat, and are able to track the whereabouts of stealthy enemies more easily. They also gain 15% of their Survival skill as bonus damage to all attacks.