TEXT: The Warden
  The Warden
  The Warden
  The Warden
  
  Credits
  Author: Brad Whittingham
  Creative Director: Adam Meyers
  Interior Art: Gennifer Bone, Eric Lofgren, Juan Dlanderas, Dean Spencer
  Cover Art: Gennifer Bone
  Layout: Rachel Meyers
  Editing: Johannes Luber
  Special Thanks: Steven Alpert, Wren Rosario, Derfael Oliveira, David Spektorov, 
  Johannes Luber, James Allen, Grace F, Logan S, Paul Fossgreen, Thomas Grady, Hal 
  Kennette, Spencer Gross, Lucas Hopegood, David Barnett
  The Warden
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Navigating This Book ..............................................................................3
  The Warden ......................................................................................4
  Class Features .........................................................................................4
  Warden Vigils .................................................................................................8
  Favored Class Bonuses ..................................................................................13
  Warden Archetypes ...........................................................................14
  Empathetic Guardian ...............................................................................14
  Custodian ..................................................................................................15
  Jailer ........................................................................................................15
  Avatar (Druid Archetype, Champion) ............................................................17
  Player Options ..................................................................................17
  Steelsoul Monk (Unchained Monk Archetype)................................................18
  Tranquil Soul (Unchained Monk Archetype)..................................................19
  Valiant Champion (Paladin Archetype, Champion) ........................................20
  Feats ................................................................................................................21
  Sphere-Specific Drawbacks ..........................................................................22
  Unified Traditions ...........................................................................................22
  Arcane Swindler ......................................................................................22
  Resolute Vanguard ..................................................................................22
  Spellbound Tactician ................................................................................22
  Basic Talents ...................................................................................................23
  Alchemy Sphere .......................................................................................23
  Gladiator Sphere......................................................................................23
  Life Sphere ...............................................................................................23
  New Talents ......................................................................................23
  Nature Sphere ..........................................................................................24
  Protection Sphere ....................................................................................24
  War Sphere .............................................................................................24
  Warleader Sphere ...................................................................................25
  Advanced and Legendary Talents ....................................................................25
  Alchemy Legendary Talents .....................................................................25
  Athletics Legendary Talents......................................................................26
  Life Advanced Talents ..............................................................................26
  Warleader Legendary Talents .................................................................26
  Merry .......................................................................................................27
  Bestiary & NPCs .............................................................................27
  Primal Elemental .....................................................................................28
  
  Chapter 1 
  Introduction
  This handbook is intended to provide a wider array of options 
  to support and aid your allies. Whether you aid them through 
  magical or mundane means, these additional options will pro-
  vide you options for both. This handbook also introduces a 
  new champion class, the Warden! A stalwart guardian that 
  focuses on guarding specific allies, and enhancing the allies 
  around him.
  Navigating This Book
  Section 2 - The Warden: This section introduces a new 
  Champion class: the Warden. This champion focuses on guard-
  ing specific allies, and putting themselves first in the line of 
  battle. This section also includes several archetypes, from the 
  Custodian that is dedicated to a single person, to the debilitat-
  ing and hampering Jailer.
  Section 3 - Archetypes and Class Options: This section 
  details new archetypes and class options for various classes 
  that focus around defending your allies and debilitating your 
  enemies. The archetypes included are as follows:
  Tranquil Soul: An unchained monk archetype dedicated to heal-
  ing his allies through his ki.
  Steelsoul Monk: An unchained monk archetype focused on be-
  ing immovable and resolute.
  Avatar: A champion druid archetype that uses the wilds as 
  both their shield and sword.
  Valiant Champion: A champion paladin archetype that 
  enhances their supportive capabilities.
  Section 4 - Basic Talents: This section includes 
  new talents for both combat and magic spheres, including tal-
  ents for the Alchemy, Life, Protection and Warleader spheres.
  Section 5 - Advanced/Legendary Talents: This section in-
  cludes new legendary and advanced talents for spheres such as 
  Alchemy, Athletics and Warleader.
  Section 6 - Bestiary & NPCs: This section includes the 
  Warden iconic: Merry, in addition to Primal Elementals; crea-
  tures birthed from nature to protect nature.
  
  “Who needs a good defense when they have me?”
  The warden is a tireless defender whose pure will to defend 
  those around him have manifested into a source of magic. This 
  source varies from warden to warden, but typically emerg-
  es from an ideal that the warden holds dear. Despite varying 
  sources of this magic, all wardens share the common goal of 
  defending those they hold dear, even if that means sacrificing 
  themselves for this purpose.
  Role: A warden defends their party using a combination of 
  defensive magic, incredible reflexes, and sheer force of will.
  Alignment: Any.
  Hit Die: d10.
  Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Starting Age: Trained
  Class Skills: The warden’s class skills are Climb (Str), Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (his-
  tory) (Int), Knowledge (local) (Int), Knowledge (nobility) 
  (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), 
  Spellcraft (Int), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: The warden is proficient 
  with all simple weapons, light armor, and bucklers. In addition, 
  if this is this character’s first level in any class, they may select 
  a martial tradition of their choice.
  Casting: A warden may combine spheres and talents to create 
  magical effects. A warden is considered a Mid-Caster. (Note: 
  All casters gain 2 bonus talents and a casting tradition the first 
  time they gain the casting class feature.)
  Blended Training: The warden gains a combat or magic 
  talent every time he gains a class level, according to Table: 
  Warden. Warden’s use their casting ability modifier as their 
  practitioner modifier.
  Spell Pool: A warden gains a small reservoir of energy he can 
  call on to create truly wondrous effects, called a spell pool. This 
  pool contains a number of spell points equal to his class level + 
  his casting ability modifier (minimum 1). This pool replenishes 
  once per day after roughly 8 hours of rest.
  Vigil (Su): Whereas some casters draw their magic from a di-
  vine presence or years of practice, the warden instead draws his 
  magic from his will to protect. At 1st level, the warden chooses 
  the source of his protective nature, known as a vigil. Once se-
  lected, this choice cannot be changed.
  At 3rd level, the warden gains a vigil ability that augments his 
  guard ability, in addition to gaining an additional vigil ability 
  every 4 class levels beyond 3rd.
  Mystical Guardian: A warden gains the Guardian sphere as 
  a bonus sphere, although he must select the (patrol) package. 
  The warden also gains the sphere associated with his vigil as a 
  bonus sphere.
  Steadfast (Ex): A warden may make 1 additional attack of 
  opportunity per round. For every 5 class levels that the warden 
  possesses, he may make an additional 1 attack of opportunity 
  per round. These additional attacks of opportunity stack with 
  those granted by the Combat Reflexes or Muscular Reflexes 
  feat.
  Guard (Su): At 2nd level, as a standard action (or as a swift 
  action by spending a spell point), the warden can form a mys-
  tical bond with a single ally within 30 feet, making them the 
  warden’s guarded ally. A guarded ally gains a +1 bonus to their 
  AC. This bonus increases by 1 at 6th level and every four lev-
  els thereafter. The ally retains these benefits until the warden 
  chooses a new guarded ally, or when he would fall unconscious 
  or be killed.
  A creature can only benefit from one guard at a time. If a sec-
  ond guard would be established on the creature, the caster 
  must attempt a magic skill check against the MSD of the orig-
  inal caster of guard. If the creature succeeds, the original guard 
  is removed, and is no longer considered the guarded ally of the 
  original warden. If the creature fails, their guard attempt has 
  no effect.
  The bonus to AC granted by this ability is considered the war-
  den’s guard bonus for the purpose of the warden’s class abilities.
  Chapter 2
  The Warden
  
  Reinforcement (Su): At 2nd level and every 2 levels there-
  after, the warden gains new ways of defending or otherwise 
  aiding his allies, and may select a reinforcement from the fol-
  lowing list. The DC of any saving throw called for by a rein-
  forcement is equal to 10 + 1/2 the warden’s level + the warden’s 
  casting ability modifier. Each reinforcement may only be se-
  lected once unless otherwise noted.
  Benevolent Guard (requires altruism): The warden’s guarded al-
  lies gains a circumstance bonus to Diplomacy and Heal checks 
  equal to twice the warden’s guard bonus.
  Bodyguard: The warden gains the Shield sphere as a bonus 
  sphere. Additionally, at 5th level, the warden’s projected em-
  pathy class feature may also be used with his Shield sphere 
  abilities.
  Channel Energy (requires acceptance): The warden gains the ability 
  to channel positive energy, as the cleric class feature. The war-
  den uses his class level -2 (minimum 1) as his cleric level, and 
  may channel positive energy a number of times per day equal 
  to 1 + his casting ability modifier (minimum 1).
  Communal Perception (requires intuition, warden 12): The warden 
  and his guarded allies may spend a standard action at any point 
  to share their senses with the warden or another guarded ally, 
  as long as the intended ally is within medium range. This grants 
  the ally the ability to see, smell, hear, etc. whatever the other 
  ally does, but is affected by dense materials as if it were a (di-
  vine) talent.
  Defend Ally: The warden gains the Defend Other talent from 
  the Guardian sphere. Additionally, when he has his martial fo-
  cus, the warden may use his Defend Other talent by expending 
  an attack of opportunity instead of an immediate action.
  Distant Protector: The range of the warden’s guard ability in-
  creases to 50 feet + 5 feet per warden level. This reinforcement 
  can be selected twice, increasing the range of the warden’s 
  guard ability to medium range (100 feet + 10 feet per warden 
  level).
  Enchanted Reflexes: The warden gains Combat Reflexes as a bo-
  nus feat, and may use his casting ability modifier instead of 
  his Dexterity modifier to determine the number of additional 
  attacks of opportunity he can make per round.
  Focused Vigil: The warden chooses a vigil that he possesses. The 
  warden uses his class level as his caster level for his chosen vig-
  il. This stacks normally with caster levels gained from other 
  sources.
  Table: The Warden
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Blended 
  Training 
  Talents
  Caster 
  Level
  1st
  +0
  +2
  +0
  +2
  Blended training, casting, mystical guard-
  ian, spell pool, steadfast, vigil
  1 (+2 magic)
  +0
  2nd
  +1
  +3
  +0
  +3
  Guard (+1), reinforcement
  2
  +1
  3rd
  +2
  +3
  +1
  +3
  Indomitable, routine patrol, vigil ability
  3
  +2
  4th
  +3
  +4
  +1
  +4
  Focusing guard, reinforcement
  4
  +3
  5th
  +3
  +4
  +1
  +4
  Expanded guard (two), projected empathy
  5
  +3
  6th
  +4
  +5
  +2
  +5
  Guard (+2), reinforcement
  6
  +4
  7th
  +5
  +5
  +2
  +5
  Lingering guard, vigil ability
  7
  +5
  8th
  +6/+1
  +6
  +2
  +6
  Reinforcement, self-sufficiency
  8
  +6
  9th
  +6/+1
  +6
  +3
  +6
  Improved patrol, improved indomitable
  9
  +6
  10th
  +7/+2
  +7
  +3
  +7
  Guard (+3), reinforcement
  10
  +7
  11th
  +8/+3
  +7
  +3
  +7
  Expanded guard (three), vigil ability
  11
  +8
  12th
  +9/+4
  +8
  +4
  +8
  Reinforcement
  12
  +9
  13th
  +9/+4
  +8
  +4
  +8
  -
  13
  +9
  14th
  +10/+5
  +9
  +4
  +9
  Guard (+4), reinforcement
  14
  +10
  15th
  +11/+6/+1
  +9
  +5
  +9
  Vigil ability
  15
  +11
  16th
  +12/+7/+2
  +10
  +5
  +10
  Reinforcement
  16
  +12
  17th
  +12/+7/+2
  +10
  +5
  +10
  Expanded guard (four), tireless protector
  17
  +12
  18th
  +13/+8/+3
  +11
  +6
  +11
  Guard (+5), reinforcement
  18
  +13
  19th
  +14/+9/+4
  +11
  +6
  +11
  Vigil ability
  19
  +14
  20th
  +15/+10/+5
  +12
  +6
  +12
  Reinforcement, warden of the many
  20
  +15
  
  Focusing Guard (requires courage): As a move action, the warden’s 
  guarded allies may suspend the benefits of his guard until the 
  end of their next turn to regain their martial focus.
  Fortune Favours the Bold (requires luck, warden 6): Whenever an 
  ally within the warden’s threatened area would attempt a sav-
  ing throw that has a partial effect on a successful save, as an im-
  mediate action, the warden can allow the ally to roll the saving 
  throw twice and take the lowest result. If the result is a success, 
  the ally suffers no effect from the effect.
  Grant Reaction (requires sentimentality): Whenever an ally within 
  the warden’s area of patrol would be unable to make an attack 
  of opportunity due to having no more attacks of opportunities 
  remaining, the warden may expend an attack of opportunity to 
  grant the ally an additional attack of opportunity.
  Grasping Guard (requires courage): The warden’s guarded allies 
  gains a bonus to CMB equal to his guard bonus.
  Greater Indomitable (requires warden 12): The warden becomes 
  immune to any unwilling teleportation effects, and may reduce 
  any forced movement (such as a bull rush attempt) by an ad-
  ditional 10 feet, stacking with the effects of his improved in-
  domitable ability.
  Grounding Guard (requires warden 10): The warden’s guarded 
  allies may roll any saving throws against teleportation effects 
  twice and take the highest result, and may reduce any forced 
  movement by 10 feet, to a minimum of 0 feet. These benefits 
  last for the duration of the guard.
  Improved Primal Bulwark (requires spirit, warden 14): Whenever 
  the warden would use his primal bulwark vigil ability, he may 
  spend an additional spell point to enhance his primal bulwark, 
  granting greater effects.
  • Air: The granted fly speed is doubled, and becomes 
  (perfect) maneuverability.
  • Earth: The granted fortification increases to medium 
  fortification (50% chance to negate a critical hit or pre-
  cision damage)
  • Fire: The granted fire resistance increases to fire resis-
  tance 15.
  • Metal: The warden’s guarded allies also gains DR/ada-
  mantine equal to the warden’s casting ability modifier 
  (minimum 1).
  • Plant: Whenever one of the warden’s guarded allies 
  would be attacked, they may use an immediate action 
  to make a free grapple attempt against the attacker, 
  with the CMB for this check being equal to the war-
  den’s class level + his casting ability modifier.
  • Water: The granted cold resistance increases to cold 
  resistance 15.
  Insightful Guard (requires intuition): The warden’s guarded allies 
  gains a circumstance bonus to two Knowledge skills of the 
  warden’s choice equal to twice the warden’s guard bonus. This 
  choice is made the first time the warden begins a guard, with 
  all guards he creates after the first using the chosen skills until 
  the warden next regains spell points.
  Manipulate Focus (requires willpower): Whenever an ally or ene-
  my would attempt a concentration check within the warden’s 
  guard range, as an immediate action or by expending an attack 
  of opportunity, he may either grant a bonus or penalty to the 
  concentration check equal to twice his guard bonus.
  Phrenic Library (requires willpower): The warden gains the 
  Mental Archive Mind talent as a bonus talent. Additionally, 
  the warden’s guarded allies may access the warden’s archived 
  memories, and may even store the warden’s archived memories 
  within their own archived memories if they also possess the 
  Mental Archive talent.
  Psionic Link (requires willpower, warden 6): The warden’s allies 
  gain the ability to communicate telepathically with the warden 
  and his allies as long as they remain within his guard range. 
  Additionally, the warden and his guarded allies may communi-
  cate telepathically for up to long range (400 feet + 40 feet per 
  warden level).
  Resistant Guard (requires selflessness, warden 12): Whenever the 
  warden would use his energy guard vigil ability, the resistance 
  granted applies to all energy types, such as force, sonic, posi-
  tive energy, negative energy, etc.
  Rooted Guard (requires spirit): The warden’s guarded allies double 
  the bonus to their CMD granted by guard against bull rush, 
  overrun, reposition, and trip attempts.
  Secondary Vigil, Minor (requires magic sphere of chosen vigil, warden 
  6): The warden gains the 3rd level vigil ability from another 
  vigil he does not already possess. The warden is counted as pos-
  sessing this vigil for the purposes of selecting reinforcements. 
  This reinforcement may be taken again at 12th and 18th level. 
  Each time it is taken, he selects another vigil.
  Secondary Vigil (requires magic sphere of chosen vigil, minor second-
  ary vigil, warden 10): The warden gains the 7th level vigil ability 
  from the vigil chosen with the minor secondary vigil reinforce-
  ment. This reinforcement may be taken multiple times. Each 
  time it is taken, he selects another vigil chosen with the minor 
  secondary vigil reinforcement.
  Secondary Vigil, Major (requires magic sphere of chosen vigil, minor 
  secondary vigil, secondary vigil, warden 14): The warden gains the 
  11th level vigil ability from the vigil chosen with the minor sec-
  ondary vigil reinforcement. This reinforcement may be taken 
  multiple times. Each time it is taken, he selects another vigil 
  chosen with the secondary vigil reinforcement.
  Shrouded Morality (requires obscurity, warden 6): As long as an 
  ally is within dim light or darkness and is within the warden’s 
  threatened area, the ally is considered to have no alignment 
  for the purposes of harmful effects dependant on alignment, 
  including divination attempts.
  Spiteful Challenge (requires Guardian (challenge) package, warden 6): 
  Whenever one of the warden’s guarded allies would be dealt 
  damage by an enemy, as long as the enemy can see or hear the 
  warden, he may expend his martial focus and an attack of op-
  portunity to challenge the enemy. If the warden possesses the 
  Swift Guardian talent, he does not need to expend his martial 
  focus as part of using this ability.
  
  warden would attempt to guard another creature beyond this 
  maximum, the warden must choose a guarded ally to lose the 
  benefits of his guard.
  Projected Empathy (Su): At 5th level, as long as the warden 
  can see a guarded ally, they are considered to be 10 feet closer 
  to the warden for the purposes of the range of magical sphere 
  effects that he casts (including touch effects). This increases to 
  30 feet at 10th level, 100 feet at 15th level, and at 20th level is 
  considered being adjacent to the warden.
  Lingering Guard (Su): At 7th level, whenever the warden 
  would fall unconscious or be killed, his guarded allies re-
  tains the benefits of being under his guard for an additional 
  2 rounds. If the warden would become conscious again before 
  these rounds end, the warden’s guard instead remains active.
  Self Sufficiency: At 8th level, as long as he has a guarded ally, 
  the warden is treated as being his own guarded ally, gaining 
  the benefits as normal (except for abilities that explicitly re-
  quire the warden to use his guard ability to apply a benefit to 
  a guarded ally).
  Improved Indomitable (Su): At 9th level, the warden be-
  comes an immovable guardian of his allies. The warden may 
  roll any saving throws against teleportation effects twice and 
  take the highest result, and may reduce any forced movement 
  (such as a bull rush attempt) by 10 feet, to a minimum of 0 feet.
  Improved Patrol (Ex): At 9th level, when the warden would 
  use his patrol ability, his movement does not provoke attacks of 
  opportunity. Additionally, the warden may expend his martial 
  focus when using patrol to consider his base attack bonus as 
  being 4 higher when calculating his threatened area with patrol.
  Tireless Protector (Su): At 17th level, the warden becomes 
  immune to fatigue, exhaustion, and nonlethal damage.
  Warden of the Many (Su): At 20th level, the warden be-
  comes an unstoppable protector of those under his charge, his 
  resolve surpassing even the finality of death itself. The warden 
  may have up to five guarded allies at one time. Additionally, 
  whenever the warden would fall unconscious or be slain, his 
  soul rises from his body, appearing barely visible and ethereal.
  While within this ethereal form, the warden may move in any 
  direction (even up or down, albeit at half his normal speed), 
  and may move through solid objects and living creatures, es-
  sentially being considered as an ethereal creature, except that 
  he may still cast harmless spells and sphere effects upon his 
  allies as long as he remains within this form.
  The warden remains within this form for up to 1 minute, after 
  which the soul returns to his body, immediately becoming sta-
  ble and conscious again if he was unconscious, or linger for a 
  moment if he was slain.
  Stalwart Radiance (requires purity, warden 12): Whenever the war-
  den or one of his guarded allies would succeed at a Fortitude or 
  Will saving throw against an attack that has a partial effect on 
  a successful save, they instead avoid the effect entirely.
  Suspended Guard (requires sentimentality, warden 6): When using 
  his guard ability, he may instead choose two creatures to bene-
  fit from a suspended guard. A suspended guard does not grant 
  any benefits to the chosen creatures, however, as an immediate 
  action, the warden may choose one of the chosen creatures to 
  immediately gain the benefits of his guard ability.
  Squadron Guardian (requires War sphere): The warden gains the 
  Squadron Commander feat as a bonus feat. He must meet all 
  prerequisites as normal. This reinforcement may be taken mul-
  tiple times. Each time, he selects another squadron feat.
  Transfer Affliction (requires altruism): Whenever the warden’s 
  guarded allies would be inflicted with the blinded, confused, 
  dazed, dazzled, exhausted, fascinated, fatigued, nauseated, par-
  alyzed, sickened, staggered, or stunned condition, the warden 
  may instead inflict this condition on himself instead of his ally 
  as an immediate action. This ability does not function if the 
  warden would be immune to the condition he is attempting 
  to transfer.
  Unifying Guard: Whenever the warden would use his guard abil-
  ity, he may choose a single teamwork feat he possesses that the 
  ally meets the prerequisites for. The warden’s guarded ally gains 
  the benefits of the chosen feat as long as the guard is active.
  Vigilance (requires warden 6): Whenever the warden has a guard-
  ed ally, he may roll initiative rolls twice and take the most 
  favourable result. Additionally, the warden may use his guard 
  ability as an immediate action by expending his martial focus
  Warded Sentry (requires selflessness): Whenever the warden would 
  use his patrol ability, he may spend a spell point to apply the 
  effects of one (ward) talent to his area of patrol. The warden 
  must pay any associated costs with the chosen (ward) talent, 
  and lasts until the end of his next turn. If the warden would re-
  activate his patrol before the end of his next turn, he can keep 
  extending the duration of the ward by one additional round 
  without spending a spell point. The warden may only apply the 
  effects of one (ward) talent to his patrol this way.
  Indomitable (Ex): At 3rd level, a warden’s training develops, 
  making him resolute against both physical and mental attacks. 
  The warden gains a +2 bonus on saving throws against mind-af-
  fecting effects, and to his CMD.
  Routine Patrol (Ex): At 3rd level, the warden no longer re-
  quires having his martial focus when using his patrol ability of 
  the Guardian sphere. Additionally, when the warden would use 
  his patrol ability while he has martial focus, he may treat his 
  warden level as his base attack bonus for the purposes of the 
  increased threatened area.
  Focusing Guard (Ex): At 4th level, the warden can regain 
  his martial focus by using his guard ability as a standard action.
  Expanded Guard: The warden’s incredible vigilance over his 
  allies begins to broaden. At 5th level, the warden may have up 
  to two guarded allies at one time. The warden may have an 
  additional guarded ally at one time at 11th and 17th level. If the 
  
  Warden Vigils
  A vigil is the amalgamation of a warden’s resolve, endurance, 
  and intent to protect those he cares for. Whereas these quali-
  ties can be found anywhere, it usually takes an innate spark of 
  magic and a dire situation to ignite these qualities into a vigil, 
  creating the beginning of a warden.
  Acceptance
  A warden of acceptance is aware of the inevitability of death, 
  and despite coming to terms with it, still defends his allies to 
  ensure that they come to death naturally. These wardens are 
  the bane of undead, and commonly protect their allies from 
  the brink of death.
  Vigil Sphere: Death
  Accepting Guard: An accepting warden’s guard feels serene and 
  calming. At 3rd level, the warden’s guard immediately stabiliz-
  es his guarded allies when they would fall unconscious. If the 
  warden would fall unconscious at the same time as the guarded 
  ally (such as both being damaged by an area of effect), the ally 
  is stabilized first, then loses the guards benefits. Additionally, 
  the warden’s guarded allies gain a bonus to their Constitution 
  score when determining when hit point damage would kill 
  them equal to twice the warden’s guard bonus.
  Grave Sight: At 7th level, the warden can, as a standard action, 
  grant himself the benefits of either the divine life or divine un-
  dead alternate divination, instead having a range of close, and 
  lasting 1 round per class level.
  Tranquil Patrol: At 11th level, the warden may spend a spell point 
  when using his patrol ability to instill the area around him with 
  calming energy. Enemies attempting to enter or move within 
  the warden’s area of patrol must succeed a Will saving throw 
  or be unable to move closer to the warden. Affected creatures 
  may still move sideways or backwards. Undead creatures affect-
  ed by this ability must roll their saving throw twice and take 
  the lowest result. Creatures who succeed their saving throw 
  but remain within the area must attempt a new saving through 
  every round they remain within the area. This ability lasts for a 
  number of rounds equal to 1/2 the warden’s class level.
  Soul Ward: At 15th level, the warden’s guarded allies are in-
  stilled with a sense of calm and acceptance, and may roll sav-
  ing throws against negative levels, Death sphere abilities, and 
  death effects twice, taking the most favourable result.
  Spirit’s Ascension: At 19th level, the warden may spend 2 spell 
  points as a standard action to grant a guarded ally the ability 
  to flicker between life and death. For the next minute, the ally 
  may spend a move action at any time to become incorporeal. 
  While incorporeal, the guarded ally may move in any direction 
  and pass through solid objects, in addition to the other bene-
  fits to being incorporeal. After this minute has passed, the ally 
  becomes corporeal.
  Altruism
  A warden of altruism tries to remain kind and optimistic when-
  ever they can, and are always a beacon of hope and generosity 
  among their allies. These warden’s make great healers, always 
  trying their best to prevent pain and anguish wherever they go.
  Vigil Sphere: Life
  Altruistic Guard: An altruistic warden’s guard feels warm and 
  invigorating. At 3rd level, the warden’s guarded allies gain a 
  bonus to Fortitude saves equal to the warden’s guard bonus. 
  Additionally, the warden is always aware of the condition of his 
  guarded allies, as the Discern Condition Scout sphere talent.
  Rejuvenating Presence: At 7th level, the warden may spend a spell 
  point when using his patrol ability to grant all allies within his 
  area of patrol fast healing equal to his casting ability modifier 
  (minimum 1) until the end of his next turn. This healing cannot 
  heal a creature beyond half their maximum hit points. If the 
  warden would reactivate his patrol before the end of his next 
  turn, he can keep extending the duration of the ability by one 
  additional round without spending a spell point.
  Sustain Harm: At 11th level, whenever an ally within the war-
  den’s area of patrol suffers damage while he has a patrol active, 
  he may expend an attack of opportunity to reduce the damage 
  taken by an amount equal to the warden’s class level.
  
  Disperse Healing: At 15th level, whenever the warden would re-
  cover hit points or ability damage, as a free action, he may di-
  vert any amount healed to any allies within his guard range. 
  The amount diverted may differ for each ally, but the warden 
  must heal at least 1 hit point or point of ability damage for this 
  ability to function.
  Lifebound Connection (Su): At 19th level, the warden’s guarded 
  allies become immune to ability damage and drain (ignoring 
  the effects of any ability damage or drain they may have at the 
  time for the guard’s duration), in addition to maximizing any 
  effect that would heal hit point damage.
  Additionally, all guarded allies within the warden’s guard range 
  do not die until their negative hit point total exceeds twice 
  their Constitution score.
  Courage
  A warden of courage is a fearless and brave leader, always stand-
  ing to attention and ensuring their allies follow suit. These 
  warden’s make great warriors and leaders, and tend to prefer 
  offense over the typical defense.
  Vigil Sphere: War
  Courageous Guard: A courageous warden’s guard feels exhilarat-
  ing. At 3rd level, the warden’s guarded ally gains a morale bonus 
  to weapon attack rolls equal to his guard bonus. Additionally, as 
  long as the warden can see his guarded allies, they are treated 
  as being within his totem radius for the purposes of using his 
  War sphere abilities.
  Trained Strike: At 7th level, the warden’s guarded allies may 
  change all rolled 1s and 2s to 3s when rolling weapon damage 
  rolls, and may treat their first attack roll made in a round as 
  being 1 higher for the purposes of determining whether the 
  attack threatens a critical hit.
  Aided Devastation: At 11th level, whenever the warden or an ally 
  within his guard range would threaten a critical hit, the warden 
  may expend his martial focus and a spell point as an immediate 
  action to immediately confirm the critical hit.
  Fearless: At 15th level, the warden’s guarded allies are immune 
  to fear effects. Additionally, whenever the warden would have 
  a patrol active, allies within his area of patrol gain a +4 bonus on 
  saving throws against fear effects.
  Relentless Determination (Su): At 19th level, whenever an ally 
  within the warden’s threatened area would be reduced to 0 
  or fewer hit points, the ally immediately becomes stable and 
  conscious for 1 round. Additionally, if an ally would instead die 
  within the warden’s threatened area, they may instead act as if 
  they were conscious and staggered for 1 round, after this round 
  has passed, the ally dies. The ally is still considered to be dead 
  for this round, and cannot be healed unless the caster can tar-
  get dead creatures (such as the Resuscitate talent from the Life 
  sphere).
  Intuition
  A warden of intuition is able to see danger before it becomes 
  an issue, and uses this to protect their allies from potentially 
  fatal attacks. These warden’s attempt to prove as much infor-
  mation to their allies as they can, from dangerous traps to crit-
  ical blows.
  Vigil Sphere: Divination
  Precognitive Guard: An intuitive warden’s guard induces brief 
  visions of the future. At 3rd level, the warden’s guarded allies 
  gain a bonus to Reflex saves equal to his guard bonus, and they 
  may always act in a surprise round.
  Shared Sense: At 7th level, whenever the warden would cast a 
  (sense) talent, he may grant a guarded ally the same (sense) 
  talent, reducing the duration of both spells to 10 minutes per 
  caster level. If the guarded ally would lose the benefits of the 
  warden’s guard before this duration expires, the duration of the 
  (sense) talent benefiting his previous ally is reduced to 1 min-
  ute, or the remaining duration, whichever is lower. The warden 
  must pay any associated costs that the (sense) talent requires.
  Portent Patrol: At 11th level, the warden may spend a spell point 
  when using his patrol ability to gain subtle glimpses into the 
  future. At the start of the warden’s turn, roll two d20s; as an 
  immediate action, the warden may replace a d20 roll made by 
  an ally within his area of patrol with one of the d20s he rolled 
  as part of using this ability. The warden may replace a d20 roll 
  as a free action that can be taken outside of his turn if the ally 
  is guarded by the warden. Any unspent d20s are lost at the end 
  of the warden’s next turn. If the warden would reactivate his 
  patrol before the end of his next turn, he may keep extending 
  the duration of this ability by one additional round without 
  spending a spell point.
  Foresight: At 15th level, whenever an enemy within the warden’s 
  guard range would succeed a critical hit, as an immediate ac-
  tion, the warden may spend a spell point to force the attacker 
  to succeed a Will saving throw against his Divination sphere 
  DC or have the critical hit reduced to a normal attack.
  True Diligence: At 19th level, whenever the warden would be-
  gin a guard, he may spend a spell point to gain the benefits of 
  the True Seeing advanced Divination talent with a range of 60 
  feet. This lasts until the warden would regain his spell points 
  or whenever he would have no guarded allies, whichever comes 
  first.
  Luck
  A warden of luck usually finds their allies stumbling into for-
  tunate situations around them, subtly weaving chance and fate 
  around them to benefit themselves and their allies. These war-
  den’s typically take great chances for great rewards, and usually 
  meddle with fate just enough to ensure their allies’ survival.
  
  Vigil Sphere: Fate
  Lucky Guard: A lucky warden’s guard makes individuals feel 
  lucky and fortunate. At 3rd level, the warden’s guarded allies 
  gain a bonus to a saving throw of his choice equal to his guard 
  bonus - 1 (minimum 1). This choice is made when starting the 
  guard.
  Consecrated Patrol: At 7th level, the warden may spend a spell 
  point when using his patrol ability to apply the effects of one 
  (consecration) talent to the area of his patrol. He must pay the 
  costs associated with the (consecration) talent used, and lasts 
  until the end of his next turn. If the warden would reactivate 
  his patrol before the end of his next turn, he can keep extend-
  ing the duration of the consecration by one additional round 
  without spending a spell point. The warden may only apply the 
  effects of one (consecration) talent to his patrol this way.
  Absorb Doom: At 11th level, whenever an ally within the warden’s 
  guard range would roll a natural 1, 2, or 3 on any d20 roll, as an 
  immediate action or by expending an attack of opportunity, 
  the warden may allow the ally to instead reroll the attempt. 
  The next time the warden would make a d20 roll, he must treat 
  the result as being the natural result the ally first rolled.
  Fortuitous Presence: At 15th level, the warden may spend a spell 
  point when using his patrol ability to provide all allies within 
  his area of patrol a +2 luck bonus to all saving throws. This bo-
  nus increases by 1 at 18th level. If the warden would reactivate 
  his patrol before the end of his next turn, he can keep extend-
  ing the duration of the ability by one additional round without 
  spending a spell point.
  Weave Fate: At 19th level, whenever a guarded ally would suf-
  fer damage as a result of an attack, the warden may spend a 
  spell point and expend an attack of opportunity to attempt 
  to rewrite the weave of fate. Roll a d%. On a result of a 50 or 
  higher, the ally suffers half as much damage. If the result is a 75 
  or higher, the ally suffers no damage. The warden may spend 
  additional spell points to alter fate more intensely; for each 
  additional spell point spent, reduce the required result by 10.
  Obscurity
  A warden of obscurity is one of misdirection and darkness, typ-
  ically of the belief that threats are best avoided entirely. These 
  wardens are focused on getting their allies out of a fight, that 
  is, if they cannot avoid it in the first place.
  Vigil Sphere: Dark
  Tenebrous Guard: An obscuring warden’s guard shrouds a crea-
  ture in darkness. At 3rd level, the warden’s guard may, as a free 
  action, radiate a 5-foot radius of darkness, reducing bright light 
  to dim light, and normal and dim light to darkness. This dark-
  ness can be dismissed as a free action. The guarded allies also 
  gain a circumstance bonus to Bluff and Stealth checks equal to 
  twice the warden’s guard bonus.
  Shadow Switch: At 7th level, as long as the warden and his 
  guarded allies are within an area of dim light or darkness, the 
  warden or a guarded ally may, as a standard action, swap the 
  current squares that they occupy, effectively swapping places. 
  The warden and the ally must be within his guard range from 
  one another, and both must be willing.
  Nebulous Presence: At 11th level, whenever the warden would use 
  his patrol ability, until the beginning of his next turn, creatures 
  attempting to perceive all allies within his area of patrol using 
  Perception suffer a penalty equal to twice the warden’s guard 
  bonus. Additionally, allies within the warden’s area of patrol 
  may spend an immediate action to attempt a Stealth check to 
  hide, even when observed. If the ally is not within cover or 
  concealment at the end of their next turn, they immediately 
  lose the benefits of Stealth.
  Misdirect: At 15th level, whenever an enemy would attack a 
  creature benefiting from a miss chance, as an immediate ac-
  tion or by expending an attack of opportunity, the warden may 
  force the enemy to roll the miss chance die twice and take the 
  least favourable result. The warden may spend a spell point 
  when using this ability to reduce the miss chance result by 20.
  Out of Sight: At 19th level, the warden may spend a spell point 
  when using his guard ability to make the guarded ally invisible, 
  granting them a +20 bonus to Stealth checks (this increases to 
  +40 if they are stationary), and granting them total conceal-
  ment even when detected. This invisibility lasts for 10 minutes 
  per caster level, or until the guarded ally would make a number 
  of attack rolls equal to the warden’s casting ability modifier.
  Purity
  A warden of purity is one of zealous belief and vigilance, acting 
  as a guiding beacon of morality. These wardens are fiercely ded-
  icated, and focus around the swift slaying of those who would 
  dare pose a threat to themselves or their allies.
  Vigil Sphere: Light
  Radiant Guard: A purifying warden’s guard is made entirely of 
  light. At 3rd level, the warden’s guard may, as a free action, shed 
  bright light for 15 feet, and increase the light level by one step 
  to a maximum of normal for 15 feet beyond this. This light can 
  be dismissed as a free action. The guarded allies also gain a cir-
  cumstance bonus to Perception and Sense Motive checks equal 
  to twice the warden’s guard bonus.
  Divine Strike: At 7th level, the warden chooses an end of the 
  alignment spectrum that he possesses (chaotic, evil, good, or 
  lawful), or choosing one of these options if he is true neutral. 
  Once this choice is chosen, it cannot be changed. The warden’s 
  guarded allies deal an additional 1d6 points of untyped damage 
  to all weapon damage rolls, but deals no damage to creatures 
  who possess the chosen alignment.
  Smite the Tainted: At 11th level, the warden can spend a spell 
  point as a swift action to make a declaration to slay a creature 
  within his guard range. The warden must choose one ally that 
  he can see within his guard range to benefit from this ability. 
  The chosen creature gains a +4 sacred bonus on damage rolls 
  against the target, in addition to treating their attacks as being 
  cold iron and silver for the purposes of bypassing damage re-
  duction. The warden may only affect one enemy at a time with 
  this ability, and lasts for 1 minute, or until the warden chooses 
  a different creature.
  
  Cleansing Light: At 15th level, the warden can spend a spell point 
  when using patrol to bathe his area of patrol in cleansing light. 
  All creatures within the warden’s area of patrol may attempt a 
  new saving throw against any ongoing effect they are currently 
  suffering from that normally grants a saving throw using the 
  original DC, even if they have already failed the initial save 
  and would not normally be granted another. Poison and disease 
  effects that would worsen on a failed saving throw do not count 
  this saving throw as a failure when determining such effects if 
  it is unsuccessful.
  Pure Form: At 19th level, the warden may spend 2 spell points 
  when using his guard ability to transform the guarded ally into 
  a being of purity. The warden may only have a single guarded 
  ally benefiting from this ability at one time. While benefiting 
  from this ability, the guarded ally gains immunity to bleed, 
  death effects, disease, nonlethal damage, paralysis, poison, and 
  stunning, in addition to shedding bright light in a 40-foot-radi-
  us, and increasing the light level by one step to a maximum of 
  normal for 40 feet beyond this.
  Selflessness
  A warden of selflessness puts the safety of their allies first, and 
  themselves second. Whereas most believe these warden’s to be 
  foolhardy and careless, these wardens merely wish to protect 
  their allies in any way they can; a wound can be healed and 
  armour can be mended. These wardens are the embodiment 
  of defense, usually making even a normally devastating attack 
  not worthwhile.
  Vigil Sphere: Protection
  Selfless Guard: A selfless warden’s guard feels safe and secure. 
  At 3rd level, the warden’s guarded allies gain DR/— equal to 
  twice the warden’s guard bonus. Additionally, the warden may 
  activate (succor) talents by expending an attack of opportunity 
  instead of an immediate action.
  Enduring Patrol: At 7th level, the warden may increase the ac-
  tivation time of patrol by 1 step or expend his martial focus 
  when using patrol to grant all guarded allies within his area of 
  patrol a delayed damage pool equal to their class level until the 
  end of their next turn. Affected guarded allies benefit from any 
  talents the warden possesses that affect his delayed damage 
  pool. If he would reactivate his patrol before the end of his 
  next turn, he can keep extending the duration of the ability by 
  one additional round without increasing the activation time or 
  expending his martial focus.
  Energy Guard: At 11th level, the warden may spend a spell 
  point when using his guard ability to provide the ally an 
  amount of acid, cold, electricity and fire resistance equal 
  to 4 x the warden’s guard bonus.
  Cripple Defenses: At 15th level, whenever an ally within the 
  warden’s guard range would attempt an attack roll against a 
  creature, as an immediate action or by expending an attack 
  of opportunity, the warden may force the creature to suc-
  ceed a Will saving throw against his Protection sphere 
  DC or suffer a penalty to their AC equal to his guard 
  bonus until the end of his next turn.
  Selfless Imposition: At 19th level, whenever an ally the war-
  den can see within 60 feet of him would be dealt damage, 
  he can choose to transfer any amount of damage dealt to 
  himself as an immediate action or by expending an attack 
  of opportunity.
  Sentimentality
  A warden of sentimentality is one of nostalgia and 
  time, usually showing fragments of the future, 
  present and past to their allies, allowing them 
  to prepare accordingly. These wardens are just as 
  focused on preparing their allies as they are hin-
  dering their enemies, dilating and hastening time 
  when required.
  Vigil Sphere: Time
  Temporal Guard: A sentimental warden’s guard is made up of 
  brief past images of the warden. At 3rd level, the warden’s 
  guarded allies gain a bonus to initiative checks equal to the 
  
  warden’s guard bonus. Additionally, spells, sphere effects, spell-
  like abilities and supernatural abilities that the warden casts on 
  his guarded allies that have a duration measured in rounds last 
  1 additional round.
  Fluctuating Patrol: At 7th level, the warden may spend a spell 
  point when using his patrol ability to cause time to distort and 
  shift. All enemies within the warden’s area of patrol must suc-
  ceed a Will saving throw or have the duration of all beneficial 
  effects affecting them reduced by 1 round, and the duration of 
  all harmful effects affecting them increased by 1 round. If the 
  warden would reactivate his patrol before the end of his next 
  turn, he can keep extending the duration of the ability by one 
  additional round without spending a spell point.
  Deja Vu: At 11th level, whenever an ally within the warden’s 
  guard range would fail a saving throw, attack roll or skill check, 
  the next time that ally would attempt the same kind of roll 
  within the next round, the ally gains a +4 bonus to that attempt.
  Timeline Split: At 15th level, whenever one of the warden’s 
  guarded allies would make an attack roll, they may choose two 
  possible targets for the attack, and then roll the d20 for each 
  target. The guarded ally may then choose which enemy they 
  attack, using the d20 rolled for that enemy as their attack roll. 
  Additionally, whenever a guarded ally would attempt a saving 
  throw, as an immediate action, the warden can spend a spell 
  point to allow the guarded ally to roll the saving throw twice 
  and take the most favourable result.
  Temporal Erosion: At 19th level, time begins to warp and shift 
  around the warden, with occasional tears showing the previ-
  ous, present, and future lives of his allies. As a standard action, 
  the warden can spend 2 spell points to cause the area around 
  him to buckle and tear, granting all allies (guarded or not) with-
  in 20 feet a collective ablation rate of 80%. Whenever an ally 
  would be missed due to the miss chance granted by the abla-
  tion rate, all allies’ ablation rates decrease by the same amount 
  (5%). This ability lasts for 1 minute, or until the ablation rate 
  becomes equal to or less than 0, whichever comes first.
  Spirit
  A warden of spirit is a fierce individual of passion and heart, 
  typically with an incredible connection to nature itself. These 
  warden’s command the essence of nature around them, calling 
  brilliant flame and chilling currents to their allies’ aid.
  Vigil Sphere: Nature
  Natural Guard: A spiritual warden’s guard is made up of spirits 
  of nature, wood and leaves. At 3rd level, the warden’s guarded 
  allies gain a bonus to their CMD equal to the warden’s guard 
  bonus. Additionally, whenever the warden would use one of his 
  (spirit) Nature abilities, he may instead grant one of his guard-
  ed allies the benefits of the (spirit) talent, instead of himself.
  Spiritual Invigoration: At 7th level, the warden and allies (guard-
  ed or not) adjacent to him can use a swift action to grant them-
  selves a number of temporary hit points equal to half the war-
  den’s level (minimum 1). These temporary hit points last for 1 
  minute. If the warden has a patrol active when an ally uses this 
  ability, or the ally is his guarded ally, they instead gain a number 
  of temporary hit points equal to 1/2 his class level plus his cast-
  ing ability modifier (minimum 1).
  Primal Bulwark: At 11th level, when using his guard ability, the 
  warden may spend a spell point to grant an additional effect 
  depending on the Nature packages he possesses. If the warden 
  possesses multiple Nature packages, he may only choose a sin-
  gle package as part of using this ability.
  • Air: The warden’s guarded allies gain a fly speed (aver-
  age) equal to the guarded allies’ base land speed.
  • Earth: The warden’s guarded allies gain light fortifica-
  tion (25% chance to negate a critical hit or precision 
  damage).
  • Fire: Whenever the warden’s guarded allies would suf-
  fer damage from a melee attack, the attacker must 
  succeed a Reflex save or suffer an amount of fire dam-
  age equal to the maximum fire size the warden can 
  affect.
  • Metal: Whenever the warden’s guarded allies would be 
  dealt bludgeoning, piercing or slashing damage, they 
  may use an immediate action or expend an attack of 
  opportunity to reduce the damage dealt by an amount 
  equal to the warden’s level.
  • Plant: Whenever the warden’s guarded allies would be 
  attacked by a manufactured melee weapon, the guard-
  ed allies may use an immediate action to make a free 
  disarm attempt against the attacker, with the CMB 
  for this check being equal to the warden’s class level + 
  his casting ability modifier.
  • Water: The warden’s guarded allies gain a swim speed 
  equal to their base land speed. Additionally, whenever 
  they would be dealt fire or acid damage, the guarded 
  allies may use an immediate action or expend an at-
  tack of opportunity to reduce the damage dealt by 2d6 
  + the warden’s casting ability modifier.
  Sentinel of the Ancients: At 15th level, whenever the warden 
  would use his patrol ability, he may spend a spell point to infuse 
  his area of patrol with ancient spirits of nature. All allies within 
  the warden’s area of patrol gain a specific benefit depending 
  on the Nature packages he possesses. If the warden possesses 
  or is counted as possessing multiple Nature packages, he must 
  choose a single package as part of using this ability.
  • Air: Affected allies gain a +4 bonus to AC against 
  ranged attacks, and a +10 foot enhancement bonus to 
  all movement speeds they possess.
  • Earth: Affected allies gain a +2 bonus to CMD against 
  trip and bull rush attempts, and gain acid resistance 5. 
  This resistance stacks with similar sources.
  • Fire: Affected allies reduce all bleed damage suffered 
  by 2, and gain fire resistance 5. This resistance stacks 
  with similar sources.
  • Metal: Affected allies gain DR 5/adamantine. This DR 
  stacks with similar sources.
  • Plant: Affected allies gain a +2 natural armor bonus to 
  AC.
  
  • Water: Affected allies gain a +4 bonus to CMB checks 
  made to break a grapple, and gains cold resistance 5. 
  This resistance stacks with similar sources.
  This lasts until the end of his next turn. If the warden would 
  reactivate his patrol before the end of his next turn, he can 
  keep extending the duration of the ability by one additional 
  round without spending a spell point. He may choose a differ-
  ent package to use when reactivating his patrol.
  Guardian of Nature: At 19th level, the warden can call forth a 
  guardian of nature. This functions as the Zoetic Geomancy ad-
  vanced nature talent, except he can spend 10 additional min-
  utes and 1 additional spell point to apply the advanced tem-
  plate to the summoned creature. This guardian of nature lasts 
  for 1 minute per warden level.
  Willpower
  A warden of willpower is incredibly resolute and willful, typi-
  cally protecting the minds of their allies whilst opening them 
  to a world of clarity and calm. These warden’s focus around 
  unity and prevention, granting their allies connection and calm 
  when within their presence.
  Vigil Sphere: Mind
  Willful Guard: A wilful warden’s guard feels calm and strong. At 
  3rd level, the warden’s guarded allies gain a bonus to Will sav-
  ing throws equal to the warden’s guard bonus. Additionally, the 
  warden and his guarded allies may communicate telepathically, 
  as long as they remain within 100 feet of one another.
  Embolden Mind: At 7th level, as a swift action, the warden may 
  spend a spell point to cast a lesser or greater charm on one of 
  his guarded allies, paying any costs associated with the charm 
  as normal.
  Discordance: At 11th level, the warden may spend a spell point 
  when using his patrol ability to cause intense pain to those who 
  enter it. All enemies within the warden’s area of patrol suffer a 
  -4 penalty to all concentration checks and mental skill checks 
  as long as they remain within the area, and must succeed a 
  Fortitude save or become deafened and sickened until the end 
  of your next turn. If the warden would reactivate his patrol be-
  fore the end of his next turn, he can keep extending the dura-
  tion of the ability by one additional round without spending a 
  spell point.
  Mental Imposition: At 15th level, whenever an ally (guarded or 
  not) within the warden’s guard range would be affected by a 
  fear or mind-affecting effect, as an immediate action, he may 
  attempt to redirect the effect. The caster must attempt a magic 
  skill check against the warden’s magic skill defense. Creatures 
  imposing these effects via non-magical abilities (such as using 
  Intimidate to demoralize a creature) may substitute their base 
  attack bonus for their magic skill bonus on this check. On a 
  failure, the effect is destroyed. If successful, the warden must 
  choose to have the effect affect either himself or the original 
  target.
  Mental Symbiosis: At 19th level, while the warden is using his pa-
  trol ability, allies within the warden’s area of patrol may expend 
  one another’s spell points and martial focus, as long as the ally 
  has Hit Dice of at least the warden’s Hit Dice -3.
  Favored Class 
  Bonuses
  The following is a list of favored class bonuses granted to cer-
  tain races:
  Dwarf: +1/2 to delayed damage pool.
  Elf: Gain +1 foot to your movement speed when determining 
  base speed when using patrol (this ability does nothing until 
  selected 5 times).
  Gnome: The warden’s guarded allies gain +1/3 on saving throws 
  against illusion effects.
  Halfling: The warden’s guarded allies gain a +1/4 dodge AC 
  against attacks of opportunity.
  Human: +1/6 of a reinforcement.
  Aasimar: The warden’s guarded allies gain a +1/4 to AC against 
  evil creatures.
  Oread: The warden’s guarded allies gain a +1/4 to CMD against 
  trip and bull-rush combat maneuvers.
  Orc: +1 to AC against critical confirmation rolls.
  Alraun*: Gain 1/6th of a Nature sphere talent.
  Cuazaj*: +1 cold or sonic resistance. This stacks with resis-
  tance gained from other sources.
  Leshy*: The warden’s guarded allies gain a +1/4 to CMD 
  against grapple and disarm combat maneuvers.
  *Races found in Player’s Guide to Skybourne.
  
  Empathetic Guardian
  Intensely emotional and caring individuals, the empathet-
  ic guardian is a defender that is a selfless, purely caring indi-
  vidual whose purpose is to help defend his allies in combat, 
  and to help heal the psychological and emotional wounds left 
  afterwards.
  Positive Mental Attitude: An empathetic guardian tries to 
  stay positive even when things are dire. At 3rd level, the empa-
  thetic guardian chooses an emotion from the following list, as 
  the eliciter class feature: excitement, joy, love, loyalty, resolve, 
  or tranquility. The empathetic guardian gains the minor power 
  associated with that emotion. At 6th level and every 4 levels 
  thereafter, the empathetic guardian may choose to gain the mi-
  nor power of a new emotion from the list, or gain access to the 
  next level of an emotional he already possesses (lesser, greater, 
  and master). This otherwise functions as the eliciter’s emotion 
  class feature, treating his total warden levels as eliciter levels.
  This replaces routine patrol and improved indomitable.
  Compassionate Guard: At 4th level, whenever the empa-
  thetic guardian would use his guard ability, he may also grant 
  the guarded ally the benefits of a minor emotion power, ex-
  pending a use of the emotion power as normal.
  This replaces focusing guard.
  Empathize (Su): An empathetic guardian may form his em-
  pathetic nature into a powerful force, allowing him to aid his 
  allies in various ways. As a standard action, the empathetic 
  guardian targets a single creature within his guard range that 
  can perceive him, granting them the benefits of an empathy 
  he possesses.
  This is a mind-affecting emotion effect. An empathetic guard-
  ian may target themselves with their own empathy, even if they 
  cannot perceive themselves. The empathetic guardian may use 
  empathize a number of times per day equal to 3 + 1/2 his empa-
  thetic guardian level.
  Applaud: At 8th level, the empathetic guardian fills the tar-
  get with encouragement, ensuring that the target is aware of 
  their positive impact. Whenever the target would succeed at 
  an ability check, attack roll, saving throw, or skill check with-
  in the next minute, the next roll of the same type receives a 
  morale bonus equal to the empathetic guardian’s guard bonus. 
  This bonus can only be applied to a roll up to 1 minute after 
  the first attempt.
  Support Network: At 9th level, the empathetic guardian re-
  assures the target, ensuring that the people around them are 
  here to support them no matter what. For every ally that the 
  target can perceive, they gain 4 temporary hit points (maxi-
  mum 20) for 1 minute. If the target is the empathetic guardian’s 
  guarded ally, they gain an additional temporary hit points for 
  every ally they can see (maximum 5 additional temporary hit 
  points).
  Tender Loving Care: At 12th level, the empathetic guardian 
  instills the target with calming thoughts and serenity. The tar-
  get heals 1d8 points of ability damage and drain to all mental 
  ability scores.
  Disarming Diplomacy: At 17th level, the empathetic guard-
  ian makes an honest plea to the target in an attempt to shake 
  their morals, even if but for a moment. The target must suc-
  ceed a Will saving throw (DC 10 + 1/2 his class level + the empa-
  thetic guardian’s casting ability modifier) or suddenly become 
  indifferent to the empathetic guardian and his allies. If the 
  target was in combat, the target will attempt to flee or sur-
  render. If the empathetic guardian or one of his allies would 
  attempt a hostile action towards the target, they immediately 
  receive another saving throw at a +4 bonus. This lasts for 1 min-
  ute per class level, after which the target returns to its original 
  disposition.
  Overwhelming Compassion: At 19th level, the empathetic 
  guardian wholly empathizes with the target, completely chang-
  ing their morals for a time. His disarming diplomacy empa-
  thy instead makes the target helpful towards the empathetic 
  guardian and his allies, and will aid in combat if provoked. 
  Additionally, the empathy lasts for 10 minutes per class level.
   This replaces self-sufficiency, improved patrol, and tireless 
  protector.
  Chapter 3
  Warden Archetypes
  
  Custodian
  “Stay safe, stay close, stay alive” -Royal Guard Jason Krozard, to his 
  king during an assassination attempt.
  Instead of defending a number of allies, custodians are ded-
  icated to defending a single individual. Generally thought to 
  be incredibly restrictive, this bond is commonly involuntary or 
  fuelled by pure devotion. Despite these assumed restrictions, 
  custodians are known to be formidable defenders of their 
  charge, stopping at nothing to ensure they stay out of danger.
  Sole Guard (Su): A custodian’s guard differs from most, com-
  monly tempered through years of devotion with an individual. 
  The custodian selects a single creature they are familiar with; 
  this creature is known as the custodian’s charge, and is always 
  under the benefits of his guard. Unlike a normal warden, this 
  guard cannot be changed, and remains until the custodian or 
  his charge is killed. If the custodian would be made uncon-
  scious, the benefits of his guard ability are suppressed until he 
  is conscious again. The custodian’s guard bonus increases at a 
  greater rate, increasing by 1 at 5th level and every three levels 
  thereafter.
  If the custodian would use an ability that requires him to use 
  his guard ability to apply a benefit to his guarded ally, he may 
  grant them the benefits of the ability as a standard action (or 
  as a swift action by spending a spell point), unless otherwise 
  noted, in addition to paying any additional costs.
  The custodian can perform an 8 hour ritual to change his cur-
  rent charge, involving himself, and his current and intended 
  charge. The process of changing his charge takes 48 hours to 
  complete, after which the intended creature becomes his new 
  charge. The intended creature must still have a deep connec-
  tion with the custodian, up to player or GM discretion.
  If the custodian’s charge is killed, he may select another charge 
  after 1 week; during this period, the custodian suffers a -1 pen-
  alty on attack rolls and saving throws.
  This alters guard.
  Custodian Reinforcements: The custodian can choose the 
  following reinforcement unique to the custodian archetype:
  Lesser Guard (requires custodian 10): The custodian gains the abil-
  ity to provide a lesser form of guard to his allies. This functions 
  as the warden’s guard ability, except that his guard bonus is 
  equal to +1, and increases by 1 at 14th and 18th level. The custo-
  dian can maintain up to two lesser guards at a time. The bene-
  fits of a lesser guard do not stack with a normal guard.
  Intense Connection (Su): At 4th level, the bond between 
  the custodian and his charge becomes especially intense. The 
  custodian is always aware of the location of his charge (as long 
  as they are both on the same plane).
  This replaces focusing guard.
  Divert Focus (Su): At 4th level, the custodian can suspend 
  the benefits of his guard ability for 1 round as a swift action 
  to regain his martial focus. During this time, the custodian is 
  treated as not having a guarded ally, and his charge loses all 
  benefits associated with the custodian’s guard.
  Pure Devotion (Ex): At 5th level, the custodian becomes im-
  mune to any effect that would force him to attack his charge. If 
  an effect would randomly decide which target the custodian at-
  tacks, if he would target his charge, the target must be random-
  ly selected again until his charge is not targeted. Additionally, 
  the custodian’s charge cannot be harmed by area of effect abil-
  ities used by the custodian, and vice versa.
  Forever United (Sp): At 7th level, the custodian is always 
  aware of the location of his charge, even if they are on a dif-
  ferent plane. Additionally, the custodian can spend 1 round (or 
  as a standard action by spending a spell point) to immediately 
  teleport to his charge, appearing in an adjacent square to them 
  (as long as they are both on the same plane).
  This replaces expanded guard.
  Eternal Guardian: At 20th level, the custodian becomes an 
  immovable sentinel for his charge. The custodian may teleport 
  to his charge’s side as a swift action (even if they are on dif-
  ferent planes). Whenever his charge would be successfully at-
  tacked, the custodian may spend a spell point as an immediate 
  action or by expending an attack of opportunity to briefly tele-
  port in front of his charge, suffering the damage instead of his 
  charge, and may either return to his original square or appear 
  in an unoccupied square adjacent to his charge.
  Finally, the custodian cannot be made unconscious (unless he 
  wishes to), and immediately becomes stable when below 0 hit 
  points. This allows the custodian to continue fighting while be-
  low 0 hit points, albeit still being disabled.
  This replaces warden of many.
  Jailer
  Most warden’s prefer to defend their allies through supportive 
  means, typically in the form of mighty bulwarks and healing 
  magics. There are some wardens that instead prefer to support 
  their allies in the form of restricting and hampering those who 
  wish to harm his allies. These wardens, known as jailers, use 
  more advanced means of detainment than a standard warden. 
  Jailers are known to be able to ground even the most formida-
  ble of creatures, binding them to their fate.
  Detain (Sp): At 2nd level, as a standard action, the jailer may 
  release a burst of restrictive magic towards a single creature 
  within his guard range. The target must succeed a Reflex save 
  (DC 10 + 1/2 his class level + his casting ability modifier) or 
  be entangled for a number of rounds equal to the jailer’s class 
  level. Entangled creatures may attempt to break free as a move 
  action by attempting a Strength check or Escape Artist check 
  against the Reflex save DC.
  The jailer may spend a spell point when using this ability to 
  amplify it. When amplified, the target is also bound to the 
  ground on a failed save, making them unable to move until 
  they remove the entangled condition.
  This replaces routine patrol.
  Jailer’s Reinforcements: The jailer gains a number of rein-
  forcements that are unique to the jailer archetype.
  
  Detaining Strike: As a standard action, the jailer may make a sin-
  gle weapon attack in conjunction with using his detain ability. 
  The use of this ability does not provoke attacks of opportunity, 
  unless as usual if making a ranged attack. If the target is struck 
  by the attack, it is also affected by his detain ability. This abil-
  ity counts as having the strike descriptor for the purposes of 
  meeting the prerequisites for, and interacting with the Spell 
  Attack feat.
  Drain Vitality (requires altruism, jailer 12): Whenever the jailer 
  would use his detain ability, on a failed save, the creature’s life 
  force begins to rejuvenate an ally within the jailers guard range. 
  As long as the creature is detained, at the end of their turn, 
  they suffer 1d8 points of damage per 4 class levels the jailer 
  possesses, in addition to the chosen ally regaining half of the 
  damage suffered as hit points. If the jailer would amplify his 
  detain ability, the chosen ally instead heals the full amount of 
  damage suffered.
  Inescapable Bonds: A detained creature must use a standard ac-
  tion to attempt to break free from the entangled condition, 
  instead of a move action. Additionally, the DC to break free 
  from the detained condition increases by 2.
  Interrogative Bonds (requires intuition, jailer 6): Whenever the jail-
  er would use his detain ability, on a failed save, the jailer learns 
  one piece of information about the target from the following 
  list: AC, CMD, a saving throw bonus, a vulnerability, an immu-
  nity or a resistance. If the jailer would amplify his detain ability, 
  he instead learns two pieces of information from the above list.
  Mass Detain (requires jailer 6): Whenever the jailer would use his 
  detain ability, he may use it as a full-round action and spend 
  a spell point to target 1 additional creature per 2 jailer levels 
  (minimum 1). The warden may spend an additional spell point 
  when amplifying his detain ability when using mass detain to 
  allow all instances of his detain to be amplified.
  Mindbreaker (requires willpower, jailer 8): Whenever the jail-
  er would use his detain ability, on a failed save, the detained 
  creature also suffers a penalty to Will saves equal to the jailers 
  guard bonus for the duration of the ability.
  Positive Energy Tether (requires altruism, jailer 6): Whenever a de-
  tained creature would magically regain hit points, the jailer can 
  spend a spell point as an immediate action or by expending 
  an attack of opportunity to redirect an amount of healed hit 
  points equal to the jailers class level (minimum 1) to a creature 
  he can see within his guard range.
  Vinculum of Aging (requires sentimentality, jailer 12): Whenever 
  the jailer would use his detain ability, he may spend a spell 
  point to infuse the hampering energies with accelerated time. 
  On a failed save, the detained creature must then attempt a 
  Will saving throw each round they remain detained or increase 
  their age by 1 category (young adult to middle age, middle age 
  to old age, and old age to venerable), suffering the penalties as 
  normal (but not the benefits). This cannot cause the target to 
  die of old age, and the increase to age category (in addition to 
  the penalties associated with it) are removed when the crea-
  ture is no longer detained. If the jailer would amplify his detain 
  ability, the penalties to all physical scores are instead doubled.
  Focusing Bind (Sp): At 4th level, whenever a creature would 
  fail their saving throw against the jailer’s detain ability, the jail-
  er may regain his martial focus as an immediate action.
  This replaces focusing guard.
  Agonizing Shackles: At 5th level, the jailer’s detain ability 
  becomes more volatile and damaging. When a creature would 
  fail their initial saving throw against his detain ability, and at 
  the start of their turn while they are entangled, the jailer may 
  deal an amount of bludgeoning damage equal to half his jailer 
  level (minimum 1). If the jailer would amplify his detain ability, 
  the damage dealt increases by an amount equal to his casting 
  ability modifier (minimum 1), and deals force damage instead 
  of bludgeoning.
  This replaces projected empathy.
  Planar Anchor: At 7th level, when using his detain ability, the 
  jailer may spend a spell point to infuse his detain ability with 
  planar anchors. A detained creature attempting to teleport or 
  cross planes must succeed a magic skill check against the jail-
  er’s magic skill defense. If the creature fails, the attempt fails, 
  losing any spell points spent in the process.
  This replaces lingering guard.
  Improved Detain (Su): At 9th level, the jailer’s ability to 
  bind and restrict is reaching perfection. Whenever the jailer 
  would use his detain ability, he may spend a spell point to in-
  stead make the target suffer the penalties of the grappled con-
  dition on a failed save; the creature is not actually grappled 
  during this time, only suffering the conditions penalties (mean-
  ing that the detained creature must attempt to break free us-
  ing a Strength or Escape Artist check as normal). If the jailer 
  would amplify his detain ability, the target suffers the penalties 
  of the pinned condition on a failed save; the creature is not 
  actually pinned during this time, only suffering the conditions 
  penalties.
  This replaces improved patrol.
  Boundless Chains: At 14th level, the jailer’s detain ability im-
  mediately bypasses any immunities to the entangled, grappled, 
  or pinned conditions, such as the freedom of movement spell or 
  similar effects, with the immunity instead being reduced to a 
  +4 bonus to all saving throws against the jailer’s detain ability.
  This replaces the reinforcement gained at 14th level.
  Jailer of the Many (Su): At 20th level, the jailer becomes 
  an unstoppable binder of his enemies, ensuring they remain 
  bound and detained. All saving throws made against the jailer’s 
  detain ability must be rolled twice, taking the least favourable 
  result. The jailer may also use his detain ability as a full-round 
  action instead of spending a spell point when amplifying his 
  detain ability. Additionally, a detained creature must break free 
  of the detained condition twice before they remove the entan-
  gled condition and the penalties of detain.
  This replaces warden of the many.
  
  Avatar (Druid 
  Archetype, Champion)
  The very embodiment of nature itself, the avatar is a druid that 
  is a master of natural magics, fusing mastery over the primal 
  energies of nature itself with the beasts that make nature their 
  home. An avatar is a master of nature in all its forms, and may 
  not only control it to her whim, but may eventually become a 
  physical manifestation of nature’s wrath and fury.
  Proficiencies: An avatar is proficient with simple weapons, 
  as well as light armor and bucklers. In addition, if this is the 
  character’s first level in any class, she may select a martial tra-
  dition of her choice.
  This alters weapon and armor proficiencies.
  Base Attack Bonus: The avatar’s base attack bonus is equal 
  to half her level (rounded down). This alters base attack bonus.
  Casting: At 1st level, the avatar may combine spheres and 
  talents to create magical effects. The avatar is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and may 
  select a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the spells and orisons class features.
  Spell Pool: An avatar gains a small reservoir of energy she can 
  call on to create truly wondrous effects, called a spell pool. This 
  pool contains a number of spell points equal to her level + her 
  casting ability modifier (minimum 1).
  This pool replenishes once per day after roughly 8 hours of 
  rest.
  Blended Training: An avatar gains a combat or magic talent 
  every time she gains a class level. Avatars use their casting abil-
  ity modifier as their practitioner modifier.
  Primal Ward (Su): The avatar begins to gain subtle power 
  from the essence of nature around her. While unarmored and 
  not carrying a shield, the avatar may add her casting ability 
  modifier (minimum 2) to her AC and CMD. She gains an addi-
  tional +1 bonus to her AC and CMD at 2nd level, and every 4 
  levels thereafter.
  This bonus to AC applies even against touch attacks or when 
  the avatar is flat-footed. She loses these bonuses when she wears 
  any armor or when she carries a shield. This does not stack 
  with the monk’s AC bonus class feature or similar abilities.
  This replaces spontaneous casting
  Wild Bond: At 1st level, an avatar gains the Nature sphere as 
  a bonus magic talent, and the Beastmastery sphere as a bonus 
  combat talent. The avatar uses her class level as her base at-
  tack bonus when determining the effects of the Beastmastery 
  sphere.
  This replaces nature bond.
  Nature’s Voice: At 2nd level, the avatar gains her choice of 
  the Speak With The Elements or Speak With Wildlife talents 
  from the Nature sphere as a bonus talent.
  This replaces wild empathy.
  Animate Nature (Sp): At 2nd level, as a full-round action, 
  the avatar can spend a spell point and target a portion of ap-
  propriate material within her geomancing range from one of her 
  Nature sphere packages to create a primal elemental of the 
  corresponding (geomancing) package. The avatar may create 
  elementals of greater strength at certain levels, shown by the 
  table below.
  The elemental is friendly towards her, and while she has no 
  special connection with it, the elemental serves her in specific 
  tasks if the avatar communicated her desires to it. This ele-
  mental remains for 1 minute per class level, and she may only 
  have one elemental active at a time; animating a new elemental 
  causes the original to return to its original, inanimate form.
  Chapter 4
  Player Options
  
  Class 
  Level
  Creature 
  Created
  Required Target
  2nd
  Small primal 
  elemental
  5-ft. cube of material, or a Small-
  sized object of metal
  5th
  Medium pri-
  mal elemental
  10-ft. cube of material, or a Medium-
  sized object of metal
  8th
  Large primal 
  elemental
  15-ft. cube of material, or a Large-
  sized object of metal
  11th
  Huge primal 
  elemental
  20-ft. cube of material, or a Huge-
  sized object of metal
  14th
  Greater pri-
  mal elemental
  25-ft. 
  cube 
  of 
  material, 
  or 
  a 
  Gargantuan-sized object of metal
  17th
  Elder primal 
  elemental
  25-ft. 
  cube 
  of 
  material, 
  or 
  a 
  Gargantuan-sized object of metal
  Beginning at 14th level, the avatar may also create even stron-
  ger elementals to fight for her. When creating a greater primal 
  elemental, in addition to the normal costs, she must also spend 
  an additional spell point. Additionally, at 17th level, when cre-
  ating an elder primal elemental, she must instead take 1 round 
  and spend 2 additional spell points to create it, in addition to 
  the normal costs.
  This replaces the wild shape and a thousand faces class features.
  Spiritual Bond (Su): At 3rd level, whenever the avatar would 
  be under the effects of a (spirit) talent, any tamed creatures 
  (including summoned primal elementals) and animal allies un-
  der her control also gain its benefits, with the shared effect 
  having a maximum caster level equal to the creature’s Hit Dice 
  (minimum 1).
  Ally of Nature (Su): At 4th level, the avatar’s attachment 
  to nature intensifies, providing shelter against the harshness 
  of nature. Whenever the avatar would be affected by a sphere 
  ability from the Nature or Weather spheres that she is unwill-
  ing for, the original caster must succeed a magic skill check 
  against the avatar’s magic skill defense. If they succeed, the 
  sphere ability functions normally. If they fail, the sphere ability 
  remains, but has no effect on the avatar.
  This replaces resist nature’s lure.
  Avatar of Nature (Sp): At 20th level, once per day as a full-
  round action the avatar can call upon nature to lend her aid, 
  altering her body with the primal energies around her, and 
  shifting to her avatar form. While within this form, the av-
  atar gains a +4 natural armor bonus to her AC, and gains the 
  plant type instead of her original type, becoming immune to 
  mind-affecting effects, paralysis, poison, polymorph, sleep and 
  stunning effects. Additionally, she also gains damage reduction 
  10/— when within this form. The avatar may remain within 
  this form for up to 10 minutes.
  Steelsoul Monk 
  (Unchained Monk 
  Archetype)
  Most monks train to be quick on their feet, with maneuver-
  ability and speed being the main part of a monks fighting style. 
  However, the steelsoul monk instead trains his body to be an 
  impenetrable fortress, with his fighting style specializing in 
  standing steadfast where he stands, becoming an immovable 
  sanctuary.
  This archetype requires street fighter.
  Iron Guardian: At 1st level, the steelsoul monk gains the 
  Guardian sphere as a bonus talent, as well as the Indifferent 
  Defender drawback. If he already possesses the Guardian 
  sphere, he gains neither the talent nor the drawback.
  This replaces martial arts from the street fighter archetype.
  Toughness (Ex): At 1st level, a steelsoul monk gains 
  Toughness as a bonus feat.
  This replaces stunning fist.
  Stone Body (Ex): At 2nd level, the steelsoul monk gains DR 
  2/—. This damage reduction increases by 1 at 5th level and ev-
  ery three levels thereafter. This damage reduction stacks with 
  similar forms of damage reduction. As a swift action, the steel-
  soul monk can spend 1 ki point to double this damage reduc-
  tion until the beginning of his next turn.
  This replaces evasion.
  Monolithic Endurance (Ex): At 2nd level, a steelsoul monk 
  becomes stalwart and stable when they stand still. As long as 
  the steelsoul monk would move no more than half his base 
  speed during his turn, he gains a +2 shield bonus to AC and 
  CMD until the start of his next turn. If he would instead not 
  move during his turn, this bonus increases to +4.
  This replaces fast movement.
  Mountain Form (Ex): At 4th level, a steelsoul monk becomes 
  an immovable mountain when he stands his ground. Whenever 
  the steelsoul monk would end his turn without moving from 
  the square he started his turn in, he cannot be knocked prone 
  or forcibly moved until the start of his next turn, except by 
  mind-affecting or teleportation effects.
  At 16th level, the steelsoul monk is immune to any attempts 
  to force him to move, even mind-affecting and teleportation 
  effects, as long as he would end his turn without moving from 
  the square he started his turn in.
  This replaces the still mind and flawless mind class features.
  Indomitable Soul (Ex): At 9th level, whenever the steelsoul 
  monk spends a ki point to double his damage reduction from 
  stone body, in addition to providing DR/—, he also gains an 
  amount of acid, cold, fire, electricity, and sonic resistance equal 
  
  to the total damage reduction he gains after expending the ki 
  point.
  This replaces improved evasion.
  Mirror Strike (Su): At 13th level, whenever an attack roll 
  would miss the steelsoul monk, as an immediate action, he may 
  choose a new target for the attack within its original range (for 
  ranged attacks) or reach (for melee attacks), comparing the 
  original attack roll, with a -2 penalty, to the new target’s AC 
  and resolving the attack as normal on a successful hit.
  This replaces tongue of sun and moon.
  Tranquil Soul 
  (Unchained Monk 
  Archetype)
  Most training that monks undergo already temper the mind 
  and body to incredible lengths, managing to instill both in-
  credible strength and calm into an individual. There are some 
  monks however, that prefer to train in complete silence, and 
  choose to temper the art of healing and serenity. These monks, 
  known as tranquil souls, hold incredible healing potential, with 
  some rumoured to be able to return the dead back to life.
  Class Skills: A tranquil soul adds Diplomacy and Heal to his 
  list of class skills and removes Intimidate and Ride from her 
  list of class skills.
  Spell Pool: At 1st level, the tranquil soul gains a small reser-
  voir of energy he can call upon to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell points 
  equal to his class level + his casting ability modifier (minimum 
  1). This pool replenishes once per day after roughly 8 hours of 
  rest. A tranquil soul may spend spell points as if they were ki 
  points for all ki powers and class features, in addition to being 
  treated as having at least 1 ki point as long as he has 1 spell 
  point for ki powers and class features. As long as he has at least 
  1 spell point, he can make a ki strike.
  At 3rd level, ki strike allows his unarmed attacks to be treat-
  ed as magic weapons for the purpose of overcoming damage 
  reduction.
  At 7th level, his unarmed attacks are also treated as cold iron 
  and silver for the purpose of overcoming damage reduction.
  At 10th level, his unarmed attacks are also treated as lawful 
  weapons for the purpose of overcoming damage reduction.
  At 16th level, his unarmed attacks are also treated as adaman-
  tine weapons for the purpose of overcoming damage reduction 
  and bypassing hardness.
  This replaces ki pool.
  Casting: At 1st level, the tranquil soul may combine spheres 
  and talents to create magical effects. The tranquil soul is con-
  sidered a Low-Caster. (Note: All casters gain 2 bonus talents 
  and may select a casting tradition the first time they gain the 
  casting class feature.)
  This replaces stunning fist.
  Magic Talents: A tranquil soul gains the Life sphere at 1st 
  level, in addition to gaining an additional magic talent at 3rd 
  level and every 2 levels thereafter.
  This replaces the bonus feats class feature.
  Healing Palm (Su): At 3rd level, the tranquil soul gains the 
  ability to heal creatures with a touch. The tranquil soul can ex-
  pend 1 point of ki as a standard action to heal a creature within 
  his natural reach (or as a swift action to heal himself), as the 
  paladin’s lay on hands ability. His effective paladin level is equal 
  to his class level (minimum 1).
  This replaces fast movement.
  Ki Powers: The tranquil soul gains access to a small number 
  of ki powers exclusive to him, which are listed below:
  Ki Flow: The tranquil soul can spend an additional point of 
  ki when using his healing palm ability to instead affect all allies 
  within 30 feet. This counts as having the channel positive en-
  ergy class feature for the purposes of meeting the prerequisites 
  for feats and interacting with feats and abilities. The tranquil 
  soul must be at least 6th level before selecting this ki power.
  Restful Mercy: The tranquil soul gains a paladin mercy, treat-
  ing his effective paladin level as his class level. These mercies 
  trigger whenever he uses the cure ability of the Life sphere or 
  when using his healing palm ability. This ki power can be select-
  ed multiple times. Each time, he gains another paladin mercy.
  Ki Revive (Su): At 13th level, as a full-round action, the tran-
  quil soul can spend 3 ki points to restore life to a creature that 
  has been dead no longer than 1 minute per monk level. This 
  functions as the Resurrection Life advanced talent, except that 
  the creature is brought back at a number of hit points equal to 
  twice his monk level.
  This replaces tongue of sun and moon.
  Surge of Vivacity (Su): At 20th level, the tranquil soul 
  can spend 8 ki points as a standard action to release forth a 
  60-foot-radius emanation of pure life. All dead allies within the 
  emanation are brought back to life, functioning as the Greater 
  Resurrection Life advanced talent. Additionally, all allies with-
  in the emanation regain all lost hit points. When the tranquil 
  soul does this, he becomes exhausted (bypassing all immunities 
  he may possess) until he regains his spell points, and may not 
  use this ability for 24 hours.
  This ability replaces perfect self.
  
  Valiant Champion 
  (Paladin Archetype, 
  Champion)
  Most paladins fight with strict codes of unwavering honesty 
  and honour, and whereas these tenants prove to be difficult yet 
  worthy of following, some find these tenants to be excessively 
  strict. These paladins try to hold their own ideals—or their 
  gods ideals—to heart, and tend towards aiding their allies in-
  stead of slaying evil, at least to a certain extent.
  Alignment and Code of Conduct: A valiant champion may 
  be of any good alignment, and loses all class features except 
  proficiencies if she ever willingly commits an evil act. In ad-
  dition, she must act with honesty, and must stay within her 
  deity’s edicts. The valiant champion has no restrictions on the 
  tools she may bring to defeat her foes, and does not lose any of 
  her class abilities when using tools such as deceit or poison, as 
  long as she acts for the greater good.
  Proficiencies: A valiant champion is proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if this 
  is the character’s first level in any class, she may select a martial 
  tradition of her choice.
  This alters weapon and armor proficiencies.
  Blended Training: A valiant champion gains a combat or 
  magic talent every time she gains a class level. A valiant cham-
  pion uses her casting ability modifier as her practitioner ability 
  modifier.
  Casting: At 1st level, the valiant champion may combine 
  spheres and talents to create magical effects. The valiant 
  champion is considered a Low-Caster. (Note: All casters gain 2 
  bonus talents and may select a casting tradition the first time 
  they gain the casting class feature.)
  This replaces the spells class features.
  Spell Pool: A valiant champion gains a small reservoir of en-
  ergy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Insightful Strike (Su): At 1st level, whenever the valiant 
  champion would successfully damage a creature, she may, as 
  an immediate action, determine if the creature is evil, as the 
  Divine Alignment Divination talent. She uses her class level 
  as her effective caster level. This stacks normally with caster 
  levels gained from other sources. If the creature is evil, she may 
  expend her martial focus to immediately smite the creature as 
  a free action that can be taken even when it is not her turn, 
  applying the benefits of her smite evil ability to the creature as 
  normal for the attack.
  This replaces detect evil.
  Focusing Grasp: At 3rd level, the valiant champion can use 
  her lay on hands ability on herself as a move action to regain 
  her martial focus, in addition to healing normally.
  This replaces the mercy gained at 3rd level.
  Divine Bond (Sp): At 5th level, instead of forming a divine 
  bond with her weapon or mount, a valiant champion may form 
  a bond with her implement. As a standard action, a valiant 
  champion may enhance an object by calling upon the aid of a 
  
  celestial spirit. This bond lasts for 1 minute per paladin level. 
  When called, the spirit causes the object to become an imple-
  ment, shedding light like a torch. At 5th level, the spirit grants 
  the implement a +1 enhancement bonus. For every three levels 
  beyond 5th, the implement gains an additional +1 enhancement 
  bonus, to a maximum of +6 at 20th level. These bonuses can 
  be added to the implement, stacking with existing implement 
  bonuses to a maximum of +5, or they can be used to add any 
  of the following implement special abilities: aiming, attendant, 
  capacitance, erudite, exacting, magic talent, second sphere.
  Adding these special abilities consumes an amount of bonus 
  equal to the special abilities’ cost. These bonuses are added to 
  any special abilities the implement already has, but duplicate 
  abilities do not stack. The bonus and special abilities grant-
  ed by the spirit are determined when the spirit is called and 
  cannot be changed until the spirit is called again. The celes-
  tial spirit imparts no bonuses if the implement is wielded by 
  anyone other than the valiant champion, but resumes giving 
  bonuses if she wields the implement again. A valiant champion 
  can use this ability once per day at 5th level, and one additional 
  time per day for every four levels beyond 5th, to a total of four 
  times per day at 17th level.
  If an implement with a celestial spirit is destroyed, the valiant 
  champion loses the use of this ability for 30 days, or until she 
  gains a level, whichever comes first. During this 30-day period, 
  the valiant champion takes a –1 penalty to her caster level.
  This alters divine bond.
  Aura of Vitality: At 11th level, whenever the valiant champi-
  on would use her channel energy ability, allies within 10 feet of 
  her heal the maximum possible amount. Additionally, whenev-
  er the valiant champion would use her lay on hands ability, she 
  may expend 2 uses of lay on hands to heal the touched creature 
  the maximum possible amount.
  This replaces aura of justice.
  Holy Guardian: At 20th level, the valiant champion becomes 
  a bastion of good for her allies. Her damage reduction increas-
  es to 10/evil. Allies within 30 feet of the valiant champion gain 
  DR 5/evil. Additionally, whenever an ally within 30 feet that 
  she can see would be reduced to 0 hit points or fewer, as an 
  immediate action, the valiant champion may choose to divert 
  any amount of the damage taken to herself instead of the dam-
  aged ally.
  Finally, whenever the valiant champion would fall unconscious, 
  her soul rises from her body, appearing as a spectral version of 
  her physical form until the end of her next turn. While with-
  in this form, the valiant champion may move in any direction 
  (even up or down, albeit at half her normal speed), and may 
  move through solid objects and living creatures, essentially be-
  ing considered as an ethereal creature, except that she may still 
  cast harmless spells and sphere effects upon her allies.
  At the end of her next turn, her soul returns to her body, re-
  maining unconscious as normal.
  This replaces holy champion.
  Feats
  Extra Reinforcement
  Prerequisite: Warden 5.
  Benefit: Gain a reinforcement that you qualify for.
  Special: This feat may be taken a second time starting at 11th 
  level and a third time starting at 17th level.
  Iron Palm (Combat)
  Prerequisite: Shield sphere, Improved Unarmed Strike.
  Benefit: As long as you have one hand free, your free hand 
  is considered to be a shield for the purposes of using active 
  defense and talents that augment active defense. Talents that re-
  quire you to be wielding a shield or have a shield equipped such 
  as Deflecting Shield, Hardened Shield and Shield Skate do not 
  gain the benefits of this talent.
  Additionally, the talents you possess within the Shield sphere 
  count towards your unarmed damage progression.
  Minor Charm Specialist
  Prerequisite: Mind sphere.
  Benefit: You may target an individual creature with a lesser 
  charm an additional amount of times per day equal to your 
  casting ability modifier (minimum 1). Additionally, if a creature 
  would successfully save against your lesser charms, it does not 
  count towards the maximum amount of times you may target 
  an individual creature in a day.
  Revitalizing Grasp
  Prerequisite: Life sphere (at least one (vitality) talent), lay on 
  hands class feature.
  Benefit: Whenever you would use your lay on hands class fea-
  ture, you may grant the affected creature the benefits of a sin-
  gle (vitality) talent you possess.
  Rain Of Renewal (Dual Sphere)
  Prerequisite: Life sphere (Stabilizing Invigoration), Weather 
  sphere.
  Benefit: When you use control weather to create or control 
  Precipitation of severity 2 or more, you may choose to spend 1 
  additional spell point. If you do, all dying creatures within the 
  affected area immediately stabilize. Additionally, all allies have 
  all bleed effects ended as if you had successfully used the Heal 
  skill to perform first aid. This benefit lasts for 1 minute or until 
  you stop concentrating on the control weather effect, whichever 
  comes last.
  Unorthodox Unarmed Training (Combat)
  Prerequisite: Improved Unarmed Strike, base attack bonus 
  +4.
  Benefit: Choose two combat spheres that you possess that do 
  not have Improved Unarmed Strike as an associated feat. The 
  talents that you possess with the two chosen spheres count 
  towards your unarmed damage progression. You may take this 
  feat multiple times, choosing an additional two spheres each 
  time.
  
  Sphere-Specific 
  Drawbacks
  Companionship (requires Beastmastery sphere)
  You do not get to select a Beastmastery package. You gain ei-
  ther the Animal Companion or Pet talent with this drawback.
  Entertainer (requires Gladiator sphere)
  Whenever this sphere uses or grants ranks in Intimidate or 
  calls for an Intimidate check, you instead gain or use ranks in 
  Perform or attempt a Perform check, with the specific Perform 
  skill chosen at the time of gaining this drawback. This draw-
  back does not grant a bonus talent; removing this drawback 
  does not require spending a talent, but requires GM permis-
  sion. You use Perform ranks in place of Intimidate ranks for 
  prerequisites for feats and talents that require the Gladiator 
  sphere.
  Unified Traditions
  Arcane Swindler
  Arcane swindlers utilize magic in a less constructive fashion, 
  instead using their innate guile and subtle magics to fool and 
  steal from their victims. Usually employing a combination of 
  physical misdirection and actual illusion magic, even those 
  trained against these maneuvers struggle to discern the differ-
  ence from arcane misdirection and pure skill.
  Casting Ability Modifier: Charisma or Intelligence
  Bonus Combat Talents:
  Equipment Sphere: Finesse Fighting
  Scoundrel Sphere: Cut And Run
  Variable: The arcane swindler gains a talent of their choice 
  from either the Athletics or Scout spheres.
  Bonus Magic Talents:
  Illusion Sphere
  Telekinesis Sphere: Telekinetic Tools
  Drawbacks: Coy Caster, Mental Focus, Passive Telekinesis 
  (Telekinesis)
  Boon: +1 spell point per odd level in casting classes.
  Resolute Vanguard
  Commonly acting as sentries and elite guards, resolute van-
  guards represent a fusion of both magic and martial capabili-
  ties for the sole purpose of defending their ward. Resolute van-
  guards are always seen next to their allies, vigilant for anything 
  that could pose a threat to their allies. Never too far, a resolute 
  vanguard ensures that their allies stay close and stay safe.
  Casting Ability Modifier: Charisma
  Bonus Combat Talents:
  Equipment Sphere: Shield Training (discipline)
  Guardian Sphere: (patrol) package
  Shield Sphere: Cover Ally
  Bonus Magic Talents:
  Protection Sphere: Community, Bulwark (succor)
  Drawbacks: Emotional Casting, Magical Signs, Verbal 
  Casting, Limited Protection (aegis) (Protection)
  Boon: +1 spell point per odd level in casting classes.
  Spellbound Tactician
  Most tactician’s inspire their people with grand words and in-
  credible charisma, yet there are some tactician’s and leaders 
  blessed with magic, allowing them to instill their allies with 
  magically-enhanced courage and zeal. These spellbound tac-
  ticians are able to manipulate the battlefield with both their 
  voice and magic, uniting soldiers on the battlefield through 
  brilliant tactics and spellbinding unity.
  Casting Ability Modifier: Charisma
  Bonus Combat Talents:
  Equipment Sphere: Any one talent
  Warleader Sphere: Militant Will
  Variable: The spellbound tactician gains a talent of their 
  choice from either the Leadership or Gladiator spheres.
  Bonus Magic Talents:
  War Sphere: Eternal Vigilance, Resolve (mandate)
  Drawbacks: Consciousness Linked, Emotional Casting, 
  Magical Signs, Verbal Casting, Battle Manipulation (War)
  Boon: Drawback Feat (Battlecry), +1 spell point, +1 spell point 
  per 3 levels in casting classes
  
  Basic Talents
  Alchemy Sphere
  Elixir (formulae)
  Craft DC: 20
  You create a vial of potent liquid that can be used as a potion, 
  removing 1d4 points of ability damage to one ability score of 
  your choice. You can only affect a particular creature with this 
  ability a number of times per day equal to 1/2 the number of 
  ranks you possess in Craft (alchemy) (minimum 1) plus your 
  practitioner modifier.
  You can increase the Craft DC for this item in increments of 
  5, each time you do so, you may apply one of the following 
  benefits:
  • You may affect an additional ability score of your 
  choice to benefit from this formulae.
  • You remove 2 points of ability drain to the affected 
  ability score(s).
  • The amount healed increases by one die size (1d6, 1d8, 
  1d10, 1d12).
  If a chosen benefit is chosen more than once, its effects stack.
  Neutralizer (formulae)
  Craft DC: 20
  You create a neutralizing paste that can be applied to your-
  self or a willing creature within your reach as a standard ac-
  tion. Neutralizers aid against one energy type of your choice 
  (acid, cold, electricity, or fire), plus an additional damage type 
  at 10 ranks in Craft (alchemy), and grants energy resistance 5 
  against the chosen damage type, plus 5 additional points of 
  energy resistance per 5 ranks in Craft (alchemy) you possess. 
  Neutralizers lose their effectiveness after suffering two attacks 
  of the chosen energy type, or after 10 minutes, whichever 
  comes first. A creature can only benefit from one neutralizer 
  at a time, applying another neutralizer replaces the effects of 
  the previous one.
  You can increase the Craft DC for this formulae in increments 
  of 10; each time you do you may suffer one additional attack, 
  and increase the duration of the neutralizer before it becomes 
  ineffective by an additional 10 minutes.
  Gladiator Sphere
  Enthusiastic Cheer (boast)
  One allied creature within range gains a number of temporary 
  hit points equal to your Intimidate ranks (minimum 1). These 
  temporary hit points last for 1 minute. For every 4 ranks in 
  Intimidate you possess, you may affect an additional ally.
  Inspire (boast)
  You may grant yourself or one allied creature within range a +2 
  morale bonus to their next saving throw made within the next 
  minute. For every 5 ranks in Intimidate you possess, the bonus 
  increases by 1.
  Life Sphere
  Calming Vitality (vitality)
  Your Life magic instills the target with tranquility and harmo-
  ny. This grants the target a +4 morale bonus to concentration 
  checks.
  Greater Restore
  When using your restore ability, you may spend an addition-
  al spell point to select two options when using restore instead 
  of one (such as restoring both mind and soul). If you possess a 
  talent that grants special applications of restore, you may also 
  select from the granted special applications too.
  Chapter 5
  New Talents
  
  Lingering Vitality
  Whenever a creature benefiting from one of your (vitality) tal-
  ents would lose its benefits due to taking damage from failing 
  a saving throw or being hit with an attack roll, the benefits of 
  the (vitality) talent lasts for 1 additional round before ending.
  Securing Vitality (vitality)
  Your Life magic instills the target with stability and strength. 
  This grants the target a +2 circumstance bonus to CMB and 
  CMD.
  Stabilizing Invigoration
  In addition to its other effects, using invigorate immediately 
  stabilizes a dying creature, and you may immediately attempt 
  a Heal check as a free action to treat any bleed damage the 
  creature is suffering from, with your Heal skill modifier for this 
  check being your caster level + your casting ability modifier 
  instead of your normal bonuses (if higher), as if using first aid.
  Nature Sphere
  Purify Nature (geomancing)
  You may purify the nature around you, making brackish wa-
  ter drinkable, poisonous plants edible, and hazardous air 
  breathable.
  Air
  Improved Purify Air: You may spend a spell point to cast Purify 
  Air as an instantaneous effect, causing the affected area to be 
  purified of any toxins indefinitely (not accounting for the nat-
  ural spreading of such gases). Additionally, whenever you con-
  centrate on Purify Air, you may choose to center the sphere 
  effect’s radius on yourself. If the air you are attempting to puri-
  fy is magical in nature (including fog and clouds), you must at-
  tempt a magic skill check against the magic skill defense of the 
  caster. On a success, all negative effects such as concealment or 
  damage are removed from the purified air.
  Earth
  Cultivate Soil: If you possess the (earth) package, as an instanta-
  neous effect, you may spend a spell point to cause the soil with-
  in a 20-foot radius, plus 10 feet per 4 caster levels you possess 
  to churn and enrich itself, allowing the soil to be used to grow 
  plantlife. If the earth you are attempting to purify is cursed or 
  poisoned, you must attempt a magic skill check against the 
  magic skill defense of the effect, or the DC of the poison (if 
  any). On a success, the curse or poison is dispelled and removed 
  from the affected area.
  Fire
  Purifying Heat: If you possess the (fire) package, as an instanta-
  neous effect, you may spend a spell point to attempt to purify 
  any toxins within a creature’s bloodstream using extreme heat. 
  You may attempt a magic skill check against the DC of each 
  poison the target is suffering from. On a success, the poison is 
  neutralized.
  Metal
  Pure Metals: If you possess the (metal) package, whenever you 
  would use Recover Ore to gain materials to earn a wage using 
  an appropriate Craft or Profession skill, you earn double your 
  check result in gold pieces worth of raw materials, instead of 
  half your check result. Additionally, you may use Reforge to 
  completely remove all rust and damage on a non-magical met-
  al object, removing the broken condition from the object and 
  causing it to regain 1d4 hit points, +1 additional hit point per 4 
  caster levels you possess. If you possess Reforge Mastery, this 
  increases to 1d6 + 1/2 your caster level hit points.
  Plant
  Purify Food: If you possess the (plant) package, as an instan-
  taneous effect, you may spend a spell point to purify all food 
  within a 10-foot radius, plus 5 feet per 4 caster levels you pos-
  sess, making spoiled, rotten, or otherwise contaminated food 
  edible. If the food you are attempting to purify is poisoned or 
  diseased, you must attempt a magic skill check against the DC 
  of the poison or disease. On a success, the poison or disease is 
  removed from the food.
  Water
  Purify Water: If you possess the (water) package, as an instan-
  taneous effect, you may spend a spell point to purify all water 
  within a 10-foot radius, plus 5 feet per 4 caster levels you pos-
  sess of brackish, stagnant, or otherwise contaminated water. If 
  the water you are attempting to purify is poisoned or diseased, 
  you must attempt a magic skill check against the DC of the 
  poison or disease. On a success, the poison or disease is re-
  moved from the water.
  Protection Sphere
  Durable Barrier
  The force that makes up your barriers are as durable as metal, 
  if not even more so. Barriers you create reduce all bludgeoning, 
  piercing, and slashing damage dealt to it by an amount equal to 
  half your caster level (minimum 1). You may spend a spell point 
  to instead allow your barrier to reduce all damage types by an 
  amount equal to half your caster level (minimum 1).
  War Sphere
  Cooperative Momentum (momentum)
  Whenever an ally would be affected by an ability originating 
  from another ally that is subject to spell resistance and covers 
  an area, the ally may spend a point of momentum to treat them-
  selves and their equipment as if they were immune.
  Disrupting Momentum (momentum)
  Whenever an ally would be attacked with a melee attack or 
  combat maneuver, the ally may spend 2 points of momentum as 
  an immediate action to force the attacker to roll their attack 
  roll or combat maneuver check twice and take the lowest result 
  (Will negates).
  
  Focusing Momentum (momentum)
  As a move action, an ally may spend 2 points of momentum to 
  regain their martial focus. Alternatively, the ally may spend 3 
  points of momentum to regain their martial focus as a swift ac-
  tion instead.
  Impose (mandate)
  Whenever a member of this mandate takes damage, the oth-
  er member of this mandate may choose to transfer up to an 
  amount of damage equal to twice your caster level (minimum 1) 
  to themselves as a free action (usable outside their turn).
  Revitalizing Momentum (momentum)
  As a swift action, an ally may spend any amount of momentum 
  (maximum equal to your casting ability modifier). The ally gains 
  a number of temporary hit points equal to 1d4 per momentum 
  spent. These temporary hit points last for a number of rounds 
  equal to the amount of momentum spent.
  Warleader Sphere
  Synchronized Strikes (tactic)
  When an ally within range of this tactic 
  makes a successful weapon attack against a 
  creature, the next successful weapon attack 
  against that creature made by another ally 
  within range of this tactic ignores any dam-
  age reduction or hardness the creature may 
  possess.
  Advanced and 
  Legendary 
  Talents
  Alchemy Legendary 
  Talents
  Ambrosia (formulae)
  Prerequisites: Alchemy sphere (Panacea 
  (formulae)), Craft (alchemy) 10 ranks.
  You manage to brew the perfect balance of 
  arcane reagents and divine ingredients to 
  create a single extract of a purely divine liq-
  uid, capable of curing almost anything. This 
  extract can be used as a potion, and is used 
  to cure a number of maladies and debilita-
  tions, determined by the Craft DC used for 
  its creation:
  DC 25: The creature is cured of a single 
  curse effect affecting them.
  DC 35: The creature removes all temporary negative levels or 
  one permanent negative level they possess.
  DC 40: The creature is healed of all broken bones, severed 
  body parts, and ruined organs. This includes restoring senses 
  that are impaired or lost, such as sight or hearing. This process 
  of healing takes 10 minutes.
  DC 50: The creature removes all temporary and permanent 
  negative levels, and the creature is treated as benefiting from 
  a miracle or wish spell for abilities and spells that specify they 
  can only be removed by the use of these spells (but does not 
  mimic any other applications of the spells).
  This ambrosia is often too much to handle for most creatures, 
  with a particular creature only being able to benefit from an 
  Ambrosia once per day. Any additional attempts to drink an 
  ambrosia during this period have no effect.
  
  Elixir Of Life (formulae)
  Prerequisites: Alchemy sphere, Craft (alchemy) 5 ranks.
  Craft DC: 25
  You create an elixir that can be used as a standard action to 
  restore a dead target within your natural reach back to life. As 
  long as the target has not been dead for longer than 1 round, 
  the creature is healed to 1 hit point, and gains a temporary neg-
  ative level. You can increase the Craft DC for this formulae in 
  increments of 10; each time you do so this formulae can target 
  dead creatures that have been dead for 1 additional round, and 
  gain 1 additional hit point per Hit Die the creature possesses 
  when revived.
  Athletics Legendary Talents
  Slipstream (fly, run, swim)
  Prerequisites: Acrobatics, Fly or Swim 5 ranks, Athletics 
  sphere.
  When you have martial focus, while using movement modes 
  associated with the packages you possess, the squares that you 
  pass through become easier to move through for 1 round, plus 
  1 round per 5 ranks you possess in the skill associated with the 
  movement type. Allies who move through these squares only 
  subtract 5 feet of movement for every 2 squares travelled with-
  in the affected squares. A creature that only moves through 
  one of these affected squares in a round subtracts 5 feet of 
  movement as normal.
  Life Advanced Talents
  Resurrection, Supreme
  Prerequisites: Life sphere (Break Enchantment, Greater 
  Resurrection, Make Whole, Restore Senses (cure), Restore 
  Spirit (cure), Resurrection, Resuscitate), caster level 20th.
  When you bring a target back to life with your Resurrection 
  talent, they suffer no permanent negative levels, in addition to 
  having all ability score damage and drain completely removed. 
  You may also resurrect creatures whose bodies have been de-
  stroyed completely, provided that you may specifically identify 
  the deceased in some fashion. Additionally, you may spend an 
  additional 2 spell points to also allow the Resurrection to count 
  as using a miracle or wish spell for creatures that require such an 
  effect to be resurrected, in addition to being able to resurrect 
  creatures regardless of how long they have been dead for.
  Warleader Legendary Talents
  Piercing Voice
  Prerequisites: Warleader sphere.
  Whenever you would be affected by a magic effect that would 
  make you unable to speak (such as the silence option of the 
  Suppression Illusion talent), the caster must first attempt a 
  magic skill check against a DC equal to 10 + 1/2 your Diplomacy 
  ranks + your practitioner modifier (minimum 1). If the caster 
  fails, your voice is not affected by the magic effect, allowing 
  you to speak, use shouts, tactics with verbal components, etc. If 
  the caster succeeds, your voice is completely silenced and af-
  fected by the effect normally. If the effect would suppress other 
  forms of noise (such as moving), they still remain suppressed 
  even if the caster fails.
  Additionally, whenever the effects of your shouts would be ei-
  ther reduced in range or completely negated with a solid barri-
  er or wall, they instead carry through the obstruction without 
  interruption.
  Resonating Chorus (shout)
  Prerequisites: Diplomacy 5 ranks, Warleader sphere.
  You may release a shout that causes nearby metal weapons to 
  suddenly resonate with sound. For the shout’s duration, you and 
  your affected allies’ weapon attacks made with metal weapons 
  deal an additional 1d6 points of sonic damage. This damage 
  increases by 1d6 at 10 ranks in Diplomacy and every 5 ranks 
  beyond.
  You may expend your martial focus when using this shout to 
  allow the shout to benefit all kinds of weapons. Additionally, at 
  10 ranks in Diplomacy, the damage die size is also increased to 
  d8s instead of d6s.
  
  Merry
  Merry Barker’s childhood was filled with hardship. Ever since 
  he was born, he was blamed for the subsequent death of his 
  mother, yet despite the abuse and intolerance he had faced, 
  he remained a stubborn optimist and carefree soul. Eventually 
  however, he turned to more dubious pursuits, indulging in 
  unchained frivolity and borderline hedonistic pursuits. This 
  vicious cycle was only stopped by finding the love of his life, 
  a human man known as Elias. With his life on track, Merry 
  decided to give his life direction and discipline, and joined the 
  army, fighting for his country for years.
  Yet, on one fateful day, Merry had decided to leave the army, 
  intending on marrying his love. However, he was soon met 
  with the cruel view of his lover in the arms of another, and left 
  the town, devastated. With a lack of purpose, he returned to 
  his vicious cycle. Yet in one of his drunken stupors, he found 
  a group that instilled life into the tavern, and soon decided to 
  join them on the road to the next major city. On this journey, 
  he learned of their own tragedies and mistakes, and explained 
  his own too. This venture turned south however, and the group 
  was ambushed. With several people close to the brink, Merry 
  felt a flood of energy flow within him, creating a barrier be-
  tween the fallen and the group of bandits, giving the group 
  enough time to recover and flee.
  With newly found purpose, Merry’s spark for life had become 
  a roaring flame, slowly healing himself and those around him 
  with his empathy, joyfulness and caring attitude.
  Merry Barker  
   
   
   
           Cr 5
  XP 1,600
  Male tiefling (div) warden 5
  NG Medium outsider (native)
  Init +0; Senses darkvision 60 ft.; Perception +6
  Defense
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 42 (5d10+115)
  Fort +6, Ref +1, Will +4; +2 vs. mind-affecting
  Resistance cold 5, electricity 5, fire 5
  Offense
  Speed 30 ft.; 20 ft. with armor
  Melee +2 morningstar +7 (1d6+4/x2)
  Ranged none
  Special Attack none
  Spell-Like Ability (CL 5th)
  • At will - deathwatch
  MagiC
  Caster Level 3; MSB +5; MSD 16; Concentration +9
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Cha
  Spell Points 12
  Protection Sphere - DC 15, Duration aegis (3 hours), 
  Range touch, Talents Armored Magic, Bulwark, Community, 
  Energy Resistance, Healing Aegis, Mass Aegis
  • Aegis (Armored Magic, Deflection, Energy Resistance)
  • Succor (Bulwark, Healing Aegis)
  TaCTiCs
  Merry will generally ensure that his allies are protected in some 
  way, typically using Mass Aegis to ensure that everyone has 
  protection. In combat, he will typically mix between using his 
  patrol and other aegises, depending on the situation. If an ally is 
  in particular danger, he will use his (succor) talents to attempt 
  to keep them up, ensuring he has the actions to take a hit for 
  them if necessary. When Merry is in danger, he will attempt to 
  keep himself up using his delayed damage and by using his (suc-
  cor) talents, but will try to defend his allies till his final breath.
  sTaTisTiCs
  Str 14, Dex 10, Con 16, Int 8, Wis 10, Cha 18
  Base Atk +3; CMB +5; CMD 17
  Feats Mystic Focus, Extra Combat Talent (2)
  Chapter 5
  Bestiary & NPCs
  
  Martial Tradition Resolute Vanguard, PAM Cha, DC 15
  Talents Equipment (Armor Training, Shield Training (disci-
  pline)), Guardian ((patrol) package, Clear Path (zone), Defend 
  Other, Swift Guardian), Shield (Cover Ally)
  Skills Diplomacy +12, Heal +5, Knowledge (nobility) +4, 
  Perception +6, Sense Motive +5, Spellcraft +3
  Languages Common, Infernal
  SQ vigil (selflessness), guard (+2), expanded guard (two), focus-
  ing guard, projected empathy, reinforcement (defend ally)
  Other Gear +1 breastplate, +2 morningstar, cloak of resistance +1, 
  ring of protection +1, explorer’s outfit, 750 gp
  Primal Elemental
  Unlike most elementals that exist on various elemental planes, 
  primal elementals are creatures that embody an aspect of na-
  ture, and are typically created or spontaneously birthed from 
  the world itself to act as guardians and defenders of the nat-
  ural world. These elementals always appear to be made up of 
  plantlife, although the nature of this plantlife always depends 
  on the facet of nature it was created from: for example, a pri-
  mal elemental created from the remains of a wildfire may be 
  composed of charred wood and burning embers, whereas one 
  created from the sea would be made up of silt, seaweed and 
  coral.
  Despite usually only encompassing one essence of nature, 
  there have been primal elementals known to encompass two 
  or more essences of nature, being made up of mud, lightning, 
  etc. All primal elementals gain the following abilities:
  Innately Magical (Su): A primal elemental is a creature of 
  nature, possessing partial dominion over the very element that 
  composes itself. Primal elementals gain the Nature sphere with 
  the package most closely associated with its elemental nature. 
  A primal elemental is considered a Low-Caster, possessing 
  both a number of magic talents and a caster level equal to 1/2 
  its Hit Dice. This counts as having the casting class feature 
  for the purposes of meeting the prerequisites for feats. These 
  talents may only be spent gaining talents associated with its 
  Nature package or (spirit) talents. They also possess a spell 
  pool with a number of spell points equal to its caster level + its 
  Constitution modifier.
  Primal Essence (Su): A primal elemental is the pure man-
  ifestation of nature in its wildest form. Typically thought to 
  be wardens of a certain aspect of nature, these elementals 
  can vary as greatly in appearance as they can their power and 
  disposition.
  Air: Composed largely of thin and wispy plantlife that shakes 
  to an ever-present wind, these elementals are largely known for 
  their lithe appearance and calm demeanours. Air-based primal 
  elementals gain the Auran language, a 60 feet fly speed (perfect 
  maneuverability), sonic resistance 10 + their Hit Dice, and a 
  +2 bonus to Dexterity. Spells or abilities that explicitly target 
  or affect air elementals also affect air-based primal elementals.
  Earth: Made up of large chunks of rock, earth, fungi and roots, 
  these elementals are commonly the largest among all types of 
  primal elementals, usually acting as immovable vanguards and 
  defenders of caves and caverns. Earth-based primal elementals 
  gain the Terran language, a 30 feet burrow speed, DR 1/ada-
  mantine, +1 per 5 Hit Dice, and a +2 bonus to Constitution. 
  Spells or abilities that explicitly target or affect earth elemen-
  tals also affect earth-based primal elementals.
  Fire: Commonly made up of charred wood, singed plants and 
  burning embers, these elementals are known to be the most 
  volatile and dangerous of primal elementals; known to set 
  ablaze small villages that encroach too far into the lands of 
  nature. Fire-based primal elementals gain the Ignan language, 
  fire resistance 10 + their Hit Dice, and deal an additional 1d6 
  fire damage with their natural attacks. Spells or abilities that 
  explicitly target or affect fire elementals also affect fire-based 
  primal elementals.
  Metal: Usually the most varied in appearance, these elemen-
  tals are usually composed up of ore-riddled stone and rough 
  gemstones, commonly acting as a nuisance for most mining 
  operations that dig too deep. Metal-based primal elementals 
  gain the Aklo language, electricity resistance 10 + their Hit 
  Dice, a +2 natural bonus to AC, +1 per Hit Die, and a +2 bonus 
  to Strength. Spells or abilities that explicitly target or affect 
  metal or ferrous creatures (such as rusting grasp) also affect met-
  al-based primal elemental.
  Plant: Made up of thick vines, moss and flowers, these ele-
  mentals are known to be patient caretakers of nature, usual-
  ly formed after a great wildfire to return life to what was de-
  stroyed. Plant-based elementals gain the Sylvan language, a 30 
  feet climb speed, acid resistance 10 + their Hit Dice, and a +2 
  bonus to their CMB when attempting trip and disarm maneu-
  vers. Spells or abilities that explicitly target or affect creatures 
  with the plant creature type also affect plant-based primal 
  elementals.
  Water: Made up of dense seaweed, damp driftwood and coral, 
  these elementals are great defenders of rivers and lakes, com-
  monly to defend against pollution and waste that would find its 
  way within them. Water-based elementals gain the Aquan lan-
  guage, a 30 feet swim speed, cold resistance 10 + their Hit Dice, 
  and a +2 bonus to their Dexterity. Spells or abilities that ex-
  plicitly target or affect water elementals also affect water-based 
  primal elementals.
  sMall PriMal eleMenTal   
   
          Cr 1
  XP 400
  N Small outsider (elemental, native)
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +5, Will +0
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee slam +4 (1d4+1)
  Special Attack none
  
  sTaTisTiCs
  Str 12, Dex 14, Con 12, Int 4, Wis 10, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Extra Magic Talent
  Skills Acrobatics +7, Climb +6, Escape Artist +7, Intimidate +5, 
  Knowledge (nature) +5, Perception +5
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 1; MSB +2; MSD 13; Concentration +2
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Wis
  Spell Points 1
  Nature Sphere: (geomancing) see primal essence; Create 
  Nature, (spirit) Nature’s Weapon
  • geomancing, close (25 ft.), DC 12
  MeDiuM PriMal eleMenTal  
   
           Cr 3
  XP 800
  N Medium outsider (elemental, native)
  Init +1; Senses darkvision 60 ft.; Perception +8
  Defense
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +5, Will +2
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee slam +7 (1d6+2)
  Special Attack none
  sTaTisTiCs
  Str 14, Dex 12, Con 12, Int 4, Wis 12, Cha 10
  Base Atk +4; CMB +6; CMD 17
  Feats Extra Magic Talent, Weapon Focus (slam)
  Skills Acrobatics +8, Climb +9, Escape Artist +8, Intimidate 
  +7, Knowledge (nature) +8, Perception +8
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 2; MSB +2; MSD 13; Concentration +3
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Wis
  Spell Points 3
  Nature Sphere: (geomancing) see primal essence; Create 
  Nature, (spirit) Nature’s Carapace, Nature’s Weapon
  • geomancing, close (30 ft.), DC 12
  large PriMal eleMenTal   
   
           Cr 5
  XP 1,600
  N Large outsider (elemental, native)
  Init +4; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 17, touch 9, flat-footed 18 (+8 natural, -1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +6, Will +4
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee 2 slams +12 (1d8+4)
  Ranged none
  Special Attack none
  sTaTisTiCs
  Str 18, Dex 10, Con 16, Int 4, Wis 14, Cha 10
  Base Atk +8; CMB +13; CMD 23
  Feats Extra Magic Talent, Extra Spell Points, Improved 
  Initiative, Weapon Focus (slam)
  Skills Acrobatics +11, Climb +15, Escape Artist +11, Intimidate 
  +11, Knowledge (nature) +13, Perception +13
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 4; MSB +4; MSD 15; Concentration +7
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Wis
  Spell Points 8
  Nature Sphere: Grant Spirit, (geomancing) see primal es-
  sence; Create Nature, (spirit) Nature’s Carapace, Nature’s 
  Weapon, Wreath Of Elements
  • geomancing, close (35 ft.), DC 15
  Huge PriMal eleMenTal  
   
   
          Cr 7
  XP 3,200
  N Huge outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +16
  Defense
  AC 18, touch 7, flat-footed 21 (-1 Dex, +11 natural, -2 size)
  hp 105 (10d10+50)
  Fort +12, Ref +5, Will +6
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee 2 slams +15 (2d6+6)
  Ranged none
  Special Attack none
  sTaTisTiCs
  Str 22, Dex 8, Con 20, Int 4, Wis 16, Cha 10
  Base Atk +10; CMB +18; CMD 27
  
  Feats Extra Magic Talent x2, Extra Spell Points, Improved 
  Initiative, Weapon Focus (slam)
  Skills Acrobatics +12, Climb +19, Escape Artist +12, Intimidate 
  +13, Knowledge (nature) +16, Perception +16
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 5; MSB +5; MSD 16; Concentration +10
  Tradition Resolute Vanguard (Drawbacks: Emotional Casting, 
  Magical Signs, Verbal Casting, Limited Protection (aegis) 
  (Protection); CAM Wis
  Spell Points 10
  Nature Sphere: Deep Nature, Grant Spirit, (geomancing) 
  see primal essence; Create Nature, (spirit) Nature’s Carapace, 
  Nature’s Weapon, Rejuvenation, Wreath Of Elements
  • geomancing, close (35 ft.), DC 17
  greaTer PriMal eleMenTal  
   
          Cr 9
  XP 6,400
  N Huge outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +20
  Defense
  AC 20, touch 7, flat-footed 23 (-1 Dex, +13 natural, -2 size)
  hp 149 (13d10+78)
  Fort +15, Ref +7, Will +10
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee 2 slams +20 (2d8+8)
  Ranged none
  Special Attack none
  sTaTisTiCs
  Str 26, Dex 8, Con 24, Int 4, Wis 18, Cha 10
  Base Atk +13; CMB +23; CMD 32
  Feats Extra Magic Talent x2, Extra Spell Points, Improved 
  Initiative, Improved Natural Armor, Iron Will, Weapon Focus 
  (slam)
  Skills Acrobatics +15, Climb +24, Escape Artist +15, Intimidate 
  +16, Knowledge (nature) +20, Perception +20
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 6; MSB +6; MSD 17; Concentration +13
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Wis
  Spell Points 12
  Nature Sphere: Deep Nature, Grant Spirit, (geomancing) 
  see primal essence; Create Nature, Nature Lord, (spirit) 
  Nature’s Carapace, Nature’s Weapon, Rejuvenation, Wreath 
  Of Elements,
  • geomancing, close (40 ft.), DC 19
  elDer PriMal eleMenTal   
   
        Cr 11
  XP 12,800
  N Huge outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +25
  Defense
  AC 22 (-1 Dex, +15 natural, -2 size)
  hp 166 (16d10+78)
  Fort +17, Ref +9, Will +11
  Defensive Abilities primal essence; Immune elemental 
  traits
  Offense
  Speed 30 ft., see primal essence
  Melee 2 slams +24 (2d8+10)
  Ranged none
  Special Attack none
  sTaTisTiCs
  Str 30, Dex 8, Con 24, Int 4, Wis 22, Cha 10
  Base Atk +16; CMB +28; CMD 39
  Feats Extra Magic Talent (nature) x2, Extra Spell Points x2, 
  Improved Initiative, Improved Natural Armor, Iron Will, 
  Weapon Focus (slam)
  Skills Acrobatics +18, Climb +29, Escape Artist +18, Intimidate 
  +19, Knowledge (nature) +25, Perception +25
  Languages see primal essence
  SQ primal essence
  MagiC
  Caster Level 8; MSB +8; MSD 19; Concentration +14
  Tradition 
  Resolute Vanguard 
  (Drawbacks: 
  Emotional 
  Casting, Magical Signs, Verbal Casting, Limited Protection (ae-
  gis) (Protection); CAM Wis
  Spell Points 18
  Nature Sphere: Deep Nature, Grant Spirit, (geomancing) 
  see primal essence; Create Nature, Manipulate Nature, 
  Nature Lord, (spirit) Dragonlung, Nature’s Carapace, Nature’s 
  Weapon, Rejuvenation, Wreath Of Elements
  • geomancing, close (45 ft.), DC 20
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
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  Author: Matt Daley
  The Artisan. © 2012, Paizo Publishing, LLC; Author: Adam Meyers
  The Player’s Guide to Skybourne © 2016, Drop Dead Studios; Authosr: Adam 
  Meyers, Mike Myler, and David Silver
  Ships of Skybourne © 2016, Drop Dead Studios LLC, Author: Adam Meyers
  Vigilantes of Skybourne. © 2016, Drop Dead Studios, LLC; Authors: Michael 
  Sayre, Adam Meyers
  Wizard’s Academy, © 2016, Drop Dead Studios, Author: Adam Meyers
  Woodfaring Adventures © 2018 Drop Dead Studios, LLC, Authors: Adam 
  Meyers, Derfael Oliveira, Andrew Stoeckle
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trade-
  marks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, sto-
  rylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in 
  this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Drop Dead Studios game product are Open Game Content, as defined 
  in the Open Game License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  The Warden © 2020 , Author: Brad Whittingham
  All Content is Copyright Drop Dead Studios 2012-2020.
  
  The Warden
  The Warden
  The Warden
  The Warden
  This handbook introduces a new class - The Warden - as well as provides a host of new op-
  tions for supporting and aiding your allies. Whether you protect your allies through magic 
  or mettle, within these pages you’ll find all manner of new options standing steadfast be-
  tween your allies and those that would mean them harm.
  For use with both the Spheres of Power and Spheres of Might systems. For Pathfinder 1st 
  edition. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/DDS - The Warden.pdf