Warden of the Wilds

**Hit die:** d8

**Skill points:** 6 + Int

## Requirements

**Race**: -

**Skills**: Knowledge Nature 4 ranks , Survival 8 ranks

**Spells:** Able to cast 2nd-level divine spells.

**Special:** Requires the favor from the Old Gods.

## Class Skills

Concentration, Craft, Diplomacy, Handle Animal, Heal, Listen, Knowledge (all), Search, Spellcraft, Spot, Survival

## Class Features

**Weapon and Armor Proficiency**: Wardens are proficient with all martial weapons and with all light and medium armor.

**Spells per Day/Spells Known:** When a new Warden level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she could cast 2nd-level divine spells before she added the prestige class.

**Unbound Power:** A Warden of the Wilds gains the granted power and spell access of the Travel Domain at 1st level, Nature Domain at 3rd, Renewal Domain at 5th and the Retribution Domain at 7th level. She adds all spells from those domains to her spells known.

**Beastmaster:** The most ancient art of taming beasts is the Warden's to master.

-Beastmaster I: Still, Warden of the Wilds considers said beasts her friends, this is the most basic power one possesses. At 1st level, she gains the Summon Nature's Ally line of spells (I-IX) added to her list of spells known. She also gains **Wild Empathy** as a druid, except she adds her Wisdom modifier instead of Charisma and her Handle Animal score to the check.

-Beastmaster II: At second level, her experience in summoning makes itself known in the form of the Ashbound Summoning, a feat which she gains.

-Beastmaster III: At third level, her experience with summoning and beasts of all kinds allows her to call forth creatures beyond the realm of natural. She adds the Summon Monster line of spells (I-IX) to her list of spells known.

-Beastmaster IV: At ninth level, she is now a true Beastmaster, unmatched skill. She gains the Greenboung Summoning feat.

**Of Rivers, Trees and Stone:** The Warden learns how to, by herself, commune with the very earth.

-ORTS I: A Warden walks with uncanny swiftness while in the wilds. At first level, she may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment and may choose if she will leave a trail or not. At fifth level, this includes magically induced undergrowth. She also has +4 to Handle Animal, and Survival Checks.

-ORTS II: At third level, she may cast *Lay of the Land* once per day, each consecutive casting makes the mental map more accurate. Her bonus is now +6.

-ORTS III: At sixth level, the earth itself favors her, and she may cast *Find the Path* once per day. Her bonus is now +8, and it applies to Knowledge (Nature).

**Tender Care:** The gentle aspect often associated with nature is revealed. At second level, the Warden gains the ability to spontaneously cast *Cure* spells as a Cleric might. She also gains the *Touch of Healing* feat and +4 to Heal checks. At fourth level, the feat becomes Improved Touch of Healing and may heal subjects up to 3/4ths their normal hit poins, and the Warden gains +6 to Heal checks. At eight level, the feat becomes Greater Touch of Healing and may fully heal the subjects and the bonus to Heal checks becomes +8.

**Animalistic Senses (Ex):** A 5th-level Warden of the Wilds has sight and hearing far beyond what is normal. She gains Darkvision and a +8 bonus on Listen, Search, and Spot checks. Furthermore, she can attempt to spot or hear something she failed to notice previously once per round per skill as a free action (such attempts are ordinarily move actions). At tenth level, her senses are akin to an apex predator and her bonuses for those skills is doubled.

**Greater Imbued Summoning:** When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 6th level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears.

An imbued summoning spell uses the same spell slot as the highest spell in the combination between the Summoning and the chosen spell to be imbued. For example, imbuing a Black Bear (SNA II) with Animal Growth (Drd V) uses a level five spell slot.

## Nature Domain

Granted Powers

Gain the ability to Rebuke/Control Plants. Your cleric level is equal to your HD. Use this ability a total number of times per day equal to 3 + your Wisdom modifier. This granted power is a supernatural ability.

**Nature Domain Spells**

1. Entangle: Plants entangle everyone in 40-ft.-radius.
2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
3. Plant Growth: Grows vegetation, improves crops.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Wall of Thorns: Thorns damage anyone who tries to pass.
6. Undeath to Death: Destroy a number of weaker undead in a radius. There is no material component to the spell gained through this domain.
7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35)
8. Summon Giant Ally III: Summon giants to fight for you. They all have the Feral template (their Natural Armour is improved instead of using the better value) and Multiattack feat.
9. Heal, Mass: As heal, but with several subjects