Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside 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 upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes.
Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17
Warden, Magistrate 6
Source Gamemastery Guide pg. 225
Perception +12;
Languages Common
Skills Athletics +14, Nature +10, Stealth +12, Survival +12
Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
Items +1 composite longbow (10 arrows), backpack, bastard sword, bedroll, compass, flint and steel, maps, pup tent, scale mail
AC 25; Fort +12, Ref +12, Will +12
HP 96
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.
Speed 25 feet,
Melee bastard sword +16 [+11/+6] (two-hand d12), Damage 1d8+7 slashing
Ranged composite longbow +17 [+12/+7] (deadly 1d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+5 piercing
Warden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.
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