TEXT: #58
  Wardens of nature
  (Class arChetypes)
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Anger of Angels. ©2003, Sean K Reynolds.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
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  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
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  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Player Paraphernalia #56 The Noble Barbarian (Hybrid Class) ©2016, The 
  Knotty-Works; Author: John Buckley
  Player Paraphernalia #57 The Merciless Warden (Hybrid Class) ©2016, The Knotty-Works; 
  Author: John Buckley
  Player Paraphernalia #58 Wardens of Nature (Class Archetypes) ©2016, The Knotty-Works; 
  Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player ParaPhernalia #58
  By the Knotty-Works
  Welcome to the fifty-eighth issue of Player 
  Paraphernalia, a hodge podge of character 
  ideas and alternate rules that may be used 
  with the Pathfinder Roleplaying Game (Paizo, 
  Inc©).  This issue is more of a thought 
  experiment and means to show how a class 
  concept can be converted between a hybrid 
  class and class archetypes. The Noble 
  Barbarian and Merciless Warden classes 
  from the last two issues are redone as an 
  archetype for both classes used to construct 
  the hybrid class.
  The Merciless Warden 
  (Barbarian Archetype)
  While most choose  depend on their own 
  adrenaline to hulk up during the more 
  stressful moments of battle, the merciless 
  warden prefers to rely on his intuition 
  and ability to focus on the weaknesses 
  of his enemies.  By becoming more 
  aware of the situation and those he 
  faces, the merciless warden gains an 
  edge in combat to quickly dispatch his 
  opponents, and those that choose to 
  run normally do not get too far before 
  he tracks them down and deals out his 
  vengeance.
  Class Abilities
  Brutal Resolve (Ex):  At 1st level the 
  Merciless Warden gains the ability to 
  focus on the matter at hand.  As a result 
  he gains a +2 morale bonus to Bluff, 
  Perception, Sense Motive, and Survival 
  checks as well as a +2 morale bonus on 
  all attack and damage rolls.  He may 
  maintain this focus for a number of rounds 
  per day equal to 4 + his Wisdom modifier 
  at 1st level, and gains an additional 2 
  rounds every level thereafter.  He regains 
  his daily uses of the Brutal Resolve after 
  spending 8 hours of rest (they do not 
  need to be consecutive) in a 24 hour 
  period.
  The merciless warden may initiate or 
  end his brutal resolve as a free action.  
  However, when his resolve ends, the 
  merciless warden suffers a -2 penalty to 
  any Wisdom based ability and skill checks 
  and Will saving throws for a number of 
  rounds equal to the time spent using his 
  brutal resolve.  The merciless warden 
  may not re-initiate his brutal resolve while 
  suffering the effects of a previous use of 
  this class ability.
  At 5th level and every five levels thereafter 
  the merciless warden gains an additional 
  +1 morale bonus that is added to the 
  merciless warden’s to hit and damage 
  rolls and skills that benefit from his brutal 
  resolve.  In addition, each time the 
  bonus increases, the merciless warden 
  add a new skill to the list of skills that 
  gain the morale bonus.  The additional 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
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  LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
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  more information on the compatibility license. Some rights reserved.
  
  2
  skills include:  Acrobatics, Climb, Handle 
  Animal, Intimidate, Knowledge (any field 
  of study that the merciless warden has at 
  least 1 rank), Ride, and Swim.  
  Note that this class ability grants no 
  additional class skills for the merciless 
  warden, just the morale bonus.  If the skill 
  cannot be used untrained, the merciless 
  warden may only apply the morale bonus 
  if he has at least 1 rank in that particular 
  skill.
  The merciless warden is not required 
  to use his brutal resolve in consecutive 
  rounds, but he does suffer the penalties 
  immediately upon ending the effect.  
  The merciless warden’s brutal resolve 
  immediately ends if he is frightened, 
  panicked, stunned, or unconscious.
  Brutal Resolve versus Rage:  Brutal Resolve 
  is not the same as the barbarian’s Rage 
  ability.  As such the merciless warden 
  has no restrictions to skills he may use 
  while manifesting the Brutal Resolve and 
  he has the ability to concentrate while 
  manifesting this ability.
  The bonuses granted by the Brutal 
  Resolve do not stack with bonuses from 
  other abilities or effects that specifically 
  grant a morale bonus (such as Bless).
  This ability replaces the barbarian’s Rage 
  and Greater Rage class abilities.
  Track (Ex):  At 1st level the merciless 
  warden adds ½ his class level to all 
  Survival skill checks made to follow the 
  tracks of others.
  This ability replaces the barbarian’s Fast 
  Movement class ability.
  Brutal Powers:  Beginning at 2nd level 
  the merciless warden gains access to 
  specialized abilities from his rigorous 
  training.  He may only choose a power 
  once unless specified by its description 
  and some powers will only function while 
  the merciless warden is using his Brutal 
  Resolve as listed in the power description.
  Brutal powers replace the Rage Powers 
  granted to the barbarian.  However, in 
  addition to the powers listed below he 
  may select the following rage powers as 
  long as he meets the requirements for the 
  power.  The effects of the rage power 
  manifest while the merciless warden is 
  using his Brutal Resolve.
  Available rage powers include: boasting 
  taunt, clear mind, energy resistance, 
  fearless rage, greater energy resistance, 
  greater hurling, guarded life, guarded 
  stance, hurling, hurling charge, internal 
  fortitude, intimidating glare, knockback, 
  knockdown, lesser hurling, low-light vision, 
  mighty swing, night vision, no escape, 
  powerful blow, quick reflexes, renewed 
  vigor, strength surge, swift foot, terrifying 
  howl, and unexpected strike.
  Combat Style (Ex):  The merciless warden 
  may choose one of the combat styles 
  granted to a ranger at 2nd level.  When he 
  first takes this brutal power he gains the 
  bonus feat granted to the ranger at 2nd 
  level.  
  The merciless warden may take this brutal 
  multiple times, gaining another bonus 
  feat from the same combat style at the 
  next consecutive level available (6th or 
  10th).  The merciless warden must have 
  the same class level as required for the 
  ranger to gain the bonus feat and the 
  merciless warden may not take more 
  than one type of combat style.
  Empathic Blessing (Ex):  The merciless 
  warden may attempt to improve the 
  initial attitude of a non-domesticated 
  animal by making a in a fashion of a 
  Diplomacy skill check as if improving the 
  attitude of a person using the merciless 
  warden class level and Charisma bonus 
  to the d20 roll to determine the success of 
  the empathic attempt.  The animal must 
  be no further than 30 feet away and able 
  to see the merciless warden.  Any actions 
  taken to threaten or hurt the beast will 
  cause this power to automatically fail.  It 
  
  3
  typically takes about a minute or so to 
  influence the animal (just as people), 
  though conditions may change this 
  amount of time as deemed appropriate 
  by the GM.
  Wild animals are treated as unfriendly 
  and the merciless warden may also 
  attempt to use this power on magical 
  beasts whose Intelligence is 1 or 2, 
  though they are treated as hostile.  This 
  ability grants no method of actual 
  communication with the animal.
  Environmental Cover (Ex):  The merciless 
  warden may use this power to hide in 
  the environment chosen for the merciless 
  warden’s Environmental Gait power 
  using the Stealth skill, even if the terrain 
  grants no natural cover or concealment.  
  The merciless warden must have the 
  Environmental Gait brutal power and be 
  at least 12th level before he may take this 
  power.
  Environmental Gait (Ex):  The merciless 
  warden may move through any type 
  of undergrowth or difficult terrain at 
  his normal speed without suffering 
  damage or other impairment for one 
  type of terrain, selected when this power 
  is chosen [Select one of the terrains 
  available for the Ranger’s Favored Terrain 
  class ability].  This power does not protect 
  from magically enchanted environments, 
  energy based effects (such as acid, cold, 
  electricity, or fire) or conditions that hinder 
  the merciless warden’s ability to survive 
  (such as breathing).  This power grants 
  no additional bonuses to environmental 
  conditions that are impassible without 
  special means or specific skill checks 
  (such as Climb or Swim).  The merciless 
  warden must be at least 6th level before 
  he may choose this brutal power.
  Environmental Resolve (Su):  The merciless 
  warden is considered to be under the 
  effects of the Endure Elements spell while 
  manifesting his Brutal Resolve as long as 
  he is in the environment chosen for his 
  Environmental Gait brutal power.  He may 
  expend a number of rounds equal to his 
  class level to grant himself the benefits 
  of the Endure Elements spell for a period 
  of 24 hours.  The merciless warden must 
  be at least 8th level and have taken the 
  Environmental Gait brutal power before 
  he may choose this power.
  Improved Quarry (Ex):  The merciless 
  warden’s ability to focus on his quarry 
  improves, allowing him to select his quarry 
  as a free action and may take 20 while 
  tracking the target and his insight bonus 
  to attack increases to +4.  If his quarry is 
  captured, dismissed, or dispatched he 
  may select another target as his quarry 
  after 10 minutes.  The merciless warden 
  must have the Quarry brutal power and 
  be at least 18th level.
  Merciless Trapper (Ex):  The merciless 
  warden gains the Learn Ranger Trap 
  as a bonus feat when this power is first 
  taken and does not need to meet the 
  prerequisite for the feat.  He is considered 
  a ranger in regards to the traps the 
  merciless warden may choose to learn 
  and make The merciless warden may 
  take this brutal power multiple times, 
  taking the Extra Ranger Trap feat or 
  the Advanced Ranger Trap feat.  The 
  Advanced Ranger Trap feat may only be 
  taken once and the merciless warden 
  must be at least 8th level before he may 
  take that bonus feat, but does not have 
  to meet the prerequisite of having 8 ranks 
  of Survival.
  Quarry (Ex):  This brutal power grants the 
  merciless warden the ability to select 
  one individual within his line of sight as 
  his quarry using a standard action.  The 
  merciless warden may track his quarry 
  while moving at his normal rate using his 
  Survival skill with no penalty and may take 
  10 for this check if desired.  He also gains 
  a +2 insight bonus on attack rolls made 
  against his quarry and critical hits are 
  automatically confirmed.  The merciless 
  warden must be at least 10th level before 
  
  4
  he may choose this brutal power and he 
  may only have a single quarry at a time.  
  The merciless warden may release his 
  connection to the quarry as a free action, 
  but may not initiate this power again it 
  in a 24 hour period unless he confirms 
  that his previous quarry is captured or 
  dead, though he must wait for a period 
  of at least an hour after releasing the 
  connection.
  Trapmaster (Ex):  The merciless warden 
  gains Disable Device as a class skill and 
  may add ½ his class level on Perception 
  checks to locate a trap and any Disable 
  Device checks as long as he has at least 
  1 rank in the Disable Device skill.  If the 
  merciless warden has at least 10 ranks 
  in Disable Device he may use that skill in 
  an attempt to disarm magic traps.  The 
  merciless warden must have the Merciless 
  Trapper brutal power and be at least 8th 
  level.
  Brutal Ease (EX):  The merciless warden 
  no longer suffers any penalties to and 
  Wisdom based skill or ability checks or his 
  Will save after ending his brutal resolve at 
  17th level.
  This ability replaces the Tireless Rage class 
  ability the barbarian achieves at 17th 
  level.
  Merciless Mastery (Ex): At 20th level 
  the merciless warden may choose 
  a number of non-class skills he gains 
  morale bonuses while using his Brutal 
  Resolve equal to his Wisdom modifier 
  (minimum of 1) and treat them as class 
  skills, gaining the +3 bonus granted class 
  skills.  While manifesting his Brutal Resolve, 
  the merciless warden gains a +4 dodge 
  bonus to his AC and he adds the morale 
  bonus granted by the Brutal Resolve to his 
  saving throws.
  This ability replaces the Mighty Rage class 
  ability granted to the barbarian at 20th 
  level.
  The Noble Barbarian 
  (Barbarian Archetype)
  Though savagery is a natural part of 
  life in the natural world, there are those 
  that take stock in the sanctity of life 
  and the desire to provide aid to those 
  that fall prey to the evil machinations of 
  others.  Preferring to inspire rather than 
  intimidate, the noble barbarian uses her 
  natural graces along with the blessings of 
  the spiritual world to protect those that 
  cannot defend themselves, especially the 
  helpless and innocent.
  Striving to live up to the expectations 
  set by the virtues of nature, the noble 
  barbarian is free to live by her own values 
  as long as the tenets of respect and 
  righteousness granted by the spirits of 
  the natural world and the essence of live 
  granted by the spark of divinity.
  Alignment:  The noble barbarian must be 
  chaotic or neutral good in alignment.
  Aura of Good (Ex):  The noble barbarian’s 
  connection to the light generates an 
  aura of good equal to her class level.
  Divine Strength (Su):  Beginning at 1st level 
  the noble barbarian may manifest or 
  end the Divine Strength as a free action, 
  though once she ends the effect she is 
  fatigued for a number of rounds equal to 
  twice the number of rounds manifesting 
  this power.  The noble barbarian may 
  manifest the Divine Strength a total 
  number of rounds at 1st level equal to 
  4 + her Wisdom modifier.  She gains an 
  additional 2 rounds per level thereafter.  
  She need not use all her alloted time 
  consecutively, but once ended she does 
  suffer the effects of fatigue.  The noble 
  barbarian recovers her ability to manifest 
  the Divine Strength after resting for 8 
  hours (these hours do not have to be 
  consecutive) in a 24 hour period.
  
  5
  While manifesting this ability, the noble 
  barbarian gains a +4 sacred blessing 
  to her Strength and Constitution, but 
  suffers a -2 to her Dexterity and Wisdom.  
  Hit points gained from her Constitution 
  bonus are not treated as temporary hit 
  points, and are deducted from the noble 
  barbarian’s hit points once she stops 
  manifesting her Divine Strength. The noble 
  barbarian may not manifest the Divine 
  Strength while suffering from and of the 
  following conditions and if she suffers 
  the effect of any of these conditions 
  while manifesting the power, the Divine 
  Strength manifestation automatically 
  ends: confused, dazed, exhausted, 
  fatigued, frightened, helpless, nauseated, 
  panicked, stunned, or unconscious.
  Divine Strength versus Rage:  Divine 
  Strength is not the same as the 
  barbarian’s Rage ability.  As such the 
  noble barbarian has no restrictions to 
  skills she may use while manifesting the 
  Divine Strength and she has the ability 
  to concentrate while manifesting this 
  ability.  However, she may not manifest 
  this ability if under the effects of another 
  condition that grants her additional 
  Strength or Constitution, including Rage 
  as a class ability or spell.  Spells such as 
  Bull’s Strength or Bear’s Endurance do not 
  stack with the effects of Divine Strength.
  This ability replaces the barbarian’s Rage 
  class ability gained at 1st level.
  Noble Grace (Su):  At 1st level the noble 
  barbarian adds her Strength modifier (if 
  any) to all saving throws.  
  This ability replaces the Fast Movement 
  class ability the barbarian gains at 1st 
  level.
  Noble Power:  Beginning at 2nd level and 
  every even level thereafter (through 20th 
  level), the noble barbarian may choose 
  a noble power, a representation of the 
  faith and reward granted for the noble 
  barbarian’s service.  No noble power 
  may be taken more than once unless 
  
  6
  specified by the noble power description.  
  Some noble powers may have other 
  requirements before the noble barbarian 
  may take the power as listed in the power 
  description.  Unless otherwise specified, 
  a initiating a noble power is a swift 
  action.  If a saving throw is granted for 
  the noble power, the DC is equal to 10 + 
  ½ the noble barbarian’s class level + her 
  Wisdom modifier.  
  Noble Powers are linked with the noble 
  barbarian’s Divine Strength manifestation, 
  and she must be using the manifested 
  Divine Strength to initiate a noble power.
  This class ability replaces the barbarian’s 
  Rage Power class ability gained at 2nd 
  level and every even level thereafter.  
  The noble barbarian may also choose 
  from the following rage powers while 
  manifesting her Divine Strength as long as 
  she meets the requirements for the rage 
  power.  Available rage powers include: 
  boasting taunt, clear mind, energy 
  resistance, fearless rage, greater energy 
  resistance, greater hurling, guarded life, 
  guarded stance, hurling, hurling charge, 
  internal fortitude, intimidating glare, 
  knockback, knockdown, lesser hurling, 
  low-light vision, mighty swing, night vision, 
  no escape, powerful blow, quick reflexes, 
  renewed vigor, strength surge, swift foot, 
  terrifying howl, and unexpected strike.
  Aligned Strike (Su):  The noble barbarian 
  chooses either good or the lawful or 
  chaotic aspect of their alignment 
  (neutral good noble barbarians may 
  only choose good) when she initiates 
  her Divine Strength.  All melee, natural, 
  and unarmed attacks made by the 
  noble barbarian while manifesting her 
  Divine Strength are treated as aligned for 
  that aspect for purposes of overcoming 
  damage reduction.
  Beast Totem (Su):  The noble barbarian 
  may choose one or more of the beast 
  totem or animal fury rage powers.  She 
  must meet any requirements for the rage 
  power, treating her class levels in noble 
  barbarian as her effective barbarian class 
  level.  This power may be taken more 
  than once, selecting a different totem 
  power each time.
  Burst of Health (Su):  When the noble 
  barbarian ends her manifestation of 
  Divine Strength, she generates a burst of 
  positive energy that heals living creatures 
  within 30 feet of her.  The amount of 
  damage healed is equal to 1d6 points 
  per four class levels possessed by the 
  noble barbarian.  The noble barbarian 
  may take feats that have Channel 
  Positive Energy as a prerequisite other 
  than ones that focus on undead.
  The noble barbarian is exhausted for a 
  number of rounds equal to the number 
  of rounds she was manifesting her 
  Divine Strength, and then fatigued for 
  the same number of rounds.  Once the 
  noble barbarian reaches 17th level she 
  is only fatigued for a number of rounds 
  equal to the number of rounds she spent 
  manifesting her Divine Strength.
  Smite Evil (Su):  The noble barbarian gains 
  the ability to Detect Evil as the spell while 
  manifesting her Divine Strength.
  In addition, she may make a single 
  smiting attack each time she manifests 
  her Divine Strength, causing additional 
  damage to the noble barbarian’s 
  opponent equal to her wisdom modifier 
  (doubled if the opponent is undead 
  or an evil outsider) and automatically 
  bypassing the target’s damage reduction 
  if any as long as the opponent is evil.  This 
  damage also multiplied for critical hits 
  when appropriate.
  The noble barbarian must declare 
  the attack as a smiting attack prior to 
  determining the success or failure of 
  the attack.  The noble barbarian may 
  only make a maximum number of smite 
  attacks equal to 
  1/3 her class level.
  Touch of Faith (Su):  Beginning at 3rd level 
  the noble barbarian gains the ability 
  
  7
  to infuse positive energy through her 
  hands to heal damage caused to living 
  creatures or cause damage to undead 
  creatures.  She may use this ability a 
  number of times per day equal to ½ her 
  class level + her Wisdom modifier.  The 
  damage healed or caused is equal 
  to 1d4 points, plus an additional 1d4 
  points at 6th level and every three levels 
  thereafter (maximum of 6d4 points at 18th 
  level).
  This class ability replaces the barbarian’s 
  Trap Sense class ability gained at 3rd level 
  and every three levels thereafter.
  Greater Divine Strength (Su): At 11th level 
  the noble barbarian’s sacred bonus to 
  her Strength and Constitution increase to 
  +6.
  This class ability replaces the barbarian’s 
  Greater Rage ability gained at 11th level.
  Tireless Divine Strength (Su): The noble 
  barbarian is no longer fatigued from 
  manifesting her Divine Strength at 17th 
  level.  Any additional conditions applied 
  for specific noble powers are applied as 
  listed in the noble power description.
  This class ability replaces the barbarian’s 
  Tireless Rage class ability gained at 17th 
  level.
  Aura of Nobility (Su): At 20th level the 
  noble barbarian projects an aura with 
  a 10 foot radius while she is manifesting 
  Divine Strength, granting both the noble 
  barbarian and her allies within range of 
  the aura the effects of the Protection 
  from Evil spell.  In addition, both the noble 
  barbarian and her allies within range of 
  the aura are immune to fear-based spells 
  and spell-like abilities.  Treat the noble 
  barbarian’s class level as her effective 
  caster level in regards to spell resistance 
  to overcome the protection of this aura.
  This class ability replaces the barbarian’s 
  20th level class ability, Mighty Rage.
  Noble Virtues
  The noble barbarian has certain virtues 
  she seeks to follow including the need to 
  respect the powers and principalities of 
  the natural world, acting with honor at all 
  times, defending those that are helpless 
  on their own accord while punishing 
  those that would seek to threaten or 
  extort the innocent.  While the noble 
  barbarian is not bound or necessarily 
  agree with the laws of civilized society, 
  she will respect those that are obviously 
  good and meant to protect society as a 
  whole.
  If the noble barbarian willingly and 
  consciously deviates or breaks any of 
  these virtues or consciously commits an 
  evil act, she looses her divine connection 
  and all but her basic class abilities (martial 
  and class skills).
  The noble barbarian has no qualms with 
  associating with those of questionable 
  morales, she will not willingly join in the 
  activities that are evil or those that pursue 
  such activities.  The noble barbarian may 
  only accept henchmen, followers, or 
  cohorts that are good in alignment.
  Ex-Noble Barbarians
  A noble barbarian who violates her 
  self imposed virtues or consciously 
  commits an evil act loses her class 
  abilities (including Divine Strength, Noble 
  Powers,  Touch of Faith, etc.) other 
  than weapon, armor, and class skills.  In 
  addition, the noble barbarian may not 
  gain any additional class levels as a 
  noble barbarian.  If the noble barbarian 
  seeks and is granted pardon for her 
  transgressions (such as the Atonement 
  spell), she may be reinstated with her 
  abilities as appropriate.
  The Merciless Warden 
  (Ranger Archetype)
  More than a simple tree-hugging nature 
  lover or simpleton with more of an axe 
  
  8
  to grind than actually wield, there are 
  those that can focus their hatred for all 
  things civilized to be proactive in the fight 
  for the right to keep nature natural.  With 
  the ability to focus on the task at hand, 
  the merciless warden has a truly wild 
  connection to the lands he travels and 
  will do anything to protect it from those 
  that would seek to defile or change it for 
  their own selfish ends.
  Class Abilities
  Brutal Resolve (Ex):  At 1st level the 
  Merciless Warden gains the ability to 
  focus on the matter at hand.  As a result 
  he gains a +2 morale bonus to Bluff, 
  Perception, Sense Motive, and Survival 
  checks as well as a +2 morale bonus on 
  all attack and damage rolls.  He may 
  maintain this focus for a number of rounds 
  per day equal to 4 + his Wisdom modifier 
  at 1st level, and gains an additional 2 
  rounds every level thereafter.  He regains 
  his daily uses of the Brutal Resolve after 
  spending 8 hours of rest (they do not 
  need to be consecutive) in a 24 hour 
  period.
  The merciless warden may initiate or 
  end his brutal resolve as a free action.  
  However, when his resolve ends, the 
  merciless warden suffers a -2 penalty to 
  any Wisdom based ability and skill checks 
  and Will saving throws for a number of 
  rounds equal to the time spent using his 
  brutal resolve.  The merciless warden 
  may not re-initiate his brutal resolve while 
  suffering the effects of a previous use of 
  this class ability.
  At 5th level and every five levels thereafter 
  the merciless warden gains an additional 
  +1 morale bonus that is added to the 
  merciless warden’s to hit and damage 
  rolls and skills that benefit from his brutal 
  resolve.  In addition, each time the 
  bonus increases, the merciless warden 
  add a new skill to the list of skills that 
  gain the morale bonus.  The additional 
  skills include:  Acrobatics, Climb, Handle 
  Animal, Intimidate, Knowledge (any field 
  of study that the merciless warden has at 
  least 1 rank), Ride, and Swim.  
  Note that this class ability grants no 
  additional class skills for the merciless 
  warden, just the morale bonus.  If the skill 
  cannot be used untrained, the merciless 
  warden may only apply the morale bonus 
  if he has at least 1 rank in that particular 
  skill.
  The merciless warden is not required 
  to use his brutal resolve in consecutive 
  rounds, but he does suffer the penalties 
  immediately upon ending the effect.  
  The merciless warden’s brutal resolve 
  immediately ends if he is frightened, 
  panicked, stunned, or unconscious.
  Brutal Resolve versus Favored Enemy:  
  Brutal Resolve is not the same as the 
  ranger’s Favored Enemy ability.  If the 
  merciless warden has the Favored Enemy 
  class ability (or other similar ability such as 
  the Slayer’s Studied Target), the bonuses 
  to the skills, attack rolls, and damage rolls 
  do stack with the morale bonuses of the 
  Brutal Resolve with the caveat that the 
  maximum bonus granted when stacking 
  with the Brutal Resolve is +10).  The 
  bonuses granted by the Brutal Resolve do 
  not stack with bonuses from other abilities 
  or effects that specifically grant a morale 
  bonus (such as Bless).
  This ability replaces the Ranger’s Favored 
  Enemy class ability gained at 1st, 5th, 10th, 
  15th, and 20th level. 
  Nature’s Bond (Ex): At 4th level the 
  merciless warden gains an animal 
  companion as a Druid at an effective 
  level equal to his own class level -4.  The 
  animal companion must be of the animal 
  type and available at his effective druid 
  level and normally found in his current 
  environment.
  The animal companion will travel with 
  the merciless warden as desired, though 
  he may release the animal at any 
  time.  Once released the animal is not 
  
  9
  obligated to return, but the merciless 
  warden may spend 24 hours to actively 
  search out and find another animal 
  companion.  
  Once the animal has spent 24 hours 
  with the merciless warden, it gains all of 
  the benefits of the animal companion 
  based on the effective druid level 
  of the merciless warden.  The animal 
  companion also gains the benefits of the 
  merciless warden’s Brutal Resolve as long 
  as the animal is adjacent to the merciless 
  warden.
  If the merciless warden gains an animal 
  companion from another class, he 
  does not gain an additional animal 
  companion, but he may add his effective 
  druid level to his overall class level to 
  determine the abilities of the animal 
  companion. 
  This ability replaces the Hunter’s Bond 
  class ability the ranger gains at 4th level.
  Brutal Ease (EX):  The merciless warden 
  no longer suffers any penalties to and 
  Wisdom based skill or ability checks or his 
  Will save after ending his brutal resolve at 
  17th level.
  This ability replaces the ranger’s Hide in 
  Plain Sight class ability.
  Merciless Mastery (Ex): At 20th level 
  the merciless warden may choose 
  a number of non-class skills he gains 
  morale bonuses while using his Brutal 
  Resolve equal to his Wisdom modifier 
  (minimum of 1) and treat them as class 
  skills, gaining the +3 bonus granted class 
  skills.  While manifesting his Brutal Resolve, 
  the merciless warden gains a +4 dodge 
  bonus to his AC and he adds the morale 
  bonus granted by the Brutal Resolve to his 
  saving throws.
  This ability replaces the ranger’s Master 
  Hunter class ability gained at 20th level.
  The Noble Barbarian 
  (Paladin Archetype)
  The desire to defend the helpless and 
  protect the innocent can be found 
  in the most primitive of societies and 
  cultures.  The call to rise up and face 
  the untold and overreaching plans and 
  machinations of evil can be answered by 
  the most savage of hearts, and the noble 
  barbarian eagerly jumps at the chance 
  to stand in that gap between good and 
  evil, with little need of the polite niceties 
  of civilized society.
  Born of the firmament that provides 
  their necessities, the noble barbarian 
  learns from an early age the skills of 
  survival tempered with respect and even 
  devotion to the powers that provide life 
  and longing to the natural world.  Those 
  that possess the spark of true servitude 
  combined with the inner resolve to face 
  any challenge are trained to take up the 
  Artwork by Allen Morris (allenmorrisart.com)
  
  10
  mantle of nobility and ferocity that may 
  only be found in the wilds of the world.
  Class Abilities
  Weapon and Armor Proficiencies:  The 
  noble barbarian is proficient with all 
  simple and martial weapons.  She is also 
  proficient with light and medium armor 
  and shields (except tower shields).
  This ability replaces the weapon and 
  armor proficiencies of the Paladin.
  Divine Strength (Su):  Beginning at 1st level 
  the noble barbarian may manifest or 
  end the Divine Strength as a free action, 
  though once she ends the effect she is 
  fatigued for a number of rounds equal to 
  twice the number of rounds manifesting 
  this power.  The noble barbarian may 
  manifest the Divine Strength a total 
  number of rounds at 1st level equal to 
  4 + her Wisdom modifier.  She gains an 
  additional 2 rounds per level thereafter.  
  She need not use all her alloted time 
  consecutively, but once ended she does 
  suffer the effects of fatigue.  The noble 
  barbarian recovers her ability to manifest 
  the Divine Strength after resting for 8 
  hours (these hours do not have to be 
  consecutive) in a 24 hour period.
  While manifesting this ability, the noble 
  barbarian gains a +4 sacred blessing 
  to her Strength and Constitution, but 
  suffers a -2 to her Dexterity and Wisdom.  
  Hit points gained from her Constitution 
  bonus are not treated as temporary hit 
  points, and are deducted from the noble 
  barbarian’s hit points once she stops 
  manifesting her Divine Strength. The noble 
  barbarian may not manifest the Divine 
  Strength while suffering from and of the 
  following conditions and if she suffers 
  the effect of any of these conditions 
  while manifesting the power, the Divine 
  Strength manifestation automatically 
  ends: confused, dazed, exhausted, 
  fatigued, frightened, helpless, nauseated, 
  panicked, stunned, or unconscious.
  This class ability replaces the Paladin’s 
  Smite Evil class ability gained at 1st level.
  Noble Grace (Su):  At 2nd level the noble 
  barbarian adds her Strength modifier (if 
  any) to all saving throws.
  Noble Power:  Beginning at 4th level and 
  every three levels thereafter (through 19th 
  level), the noble barbarian may choose 
  a noble power, a representation of the 
  faith and reward granted for the noble 
  barbarian’s service.  No noble power 
  may be taken more than once unless 
  specified by the noble power description.  
  Some noble powers may have other 
  requirements before the noble barbarian 
  may take the power as listed in the power 
  description.  Unless otherwise specified, 
  a initiating a noble power is a swift 
  action.  If a saving throw is granted for 
  the noble power, the DC is equal to 10 + 
  ½ the noble barbarian’s class level + her 
  Wisdom modifier.  
  Noble Powers are linked with the noble 
  barbarian’s Divine Strength manifestation, 
  and she must be using the manifested 
  Divine Strength to initiate a noble power.
  Noble Powers replace the paladin’s 
  additional Smite Evil abilities granted at 
  4th, 7th, 10th, 13th, 16th, and19th level.
  Aligned Strike (Su):  The noble barbarian 
  chooses either good or the lawful or 
  chaotic aspect of their alignment 
  (neutral good noble barbarians may 
  only choose good) when she initiates 
  her Divine Strength.  All melee, natural, 
  and unarmed attacks made by the 
  noble barbarian while manifesting her 
  Divine Strength are treated as aligned for 
  that aspect for purposes of overcoming 
  damage reduction.
  Beast Totem (Su):  The noble barbarian 
  may choose one or more of the beast 
  totem or animal fury rage powers.  She 
  must meet any requirements for the rage 
  power, treating her class levels in noble 
  barbarian as her effective barbarian class 
  level.  This power may be taken more 
  
  11
  than once, selecting a different totem 
  power each time.
  Burst of Health (Su):  When the noble 
  barbarian ends her manifestation of 
  Divine Strength, she generates a burst of 
  positive energy that heals living creatures 
  within 30 feet of her.  The amount of 
  damage healed is equal to 1d6 points 
  per four class levels possessed by the 
  noble barbarian.  The noble barbarian 
  may take feats that have Channel 
  Positive Energy as a prerequisite other 
  than ones that focus on undead.
  The noble barbarian is exhausted for a 
  number of rounds equal to the number 
  of rounds she was manifesting her 
  Divine Strength, and then fatigued for 
  the same number of rounds.  Once the 
  noble barbarian reaches 17th level she 
  is only fatigued for a number of rounds 
  equal to the number of rounds she spent 
  manifesting her Divine Strength.
  Invulnerable Stance (Ex):  The noble 
  barbarian automatically gains 
  a hardened personal aura while 
  manifesting her Divine Strength, gaining 
  a DR 1/—.  This damage reduction 
  increases by +1 at 10th level and every 
  three levels thereafter (maximum of DR 
  5/— at 19th level).  The noble barbarian 
  must be at least 7th level before she may 
  take this power.
  Rage Powers:  The noble barbarian 
  does have access to many rage powers 
  normally available to the barbarian.  
  She may choose any of the following 
  rage powers as long as she meets the 
  requirements for the power, treating 
  her effective barbarian level equal to 
  her noble barbarian class level.  Rage 
  powers limited to while the barbarian 
  is raging can only be used while the 
  noble barbarian is manifesting her Divine 
  Strength.  This noble power may be taken 
  more than once, selecting a different 
  rage power each time (unless the rage 
  power itself allows the barbarian to 
  choose it more than once, in which case 
  the rage power may be taken a number 
  of times as allowed by the rage power).  
  Available rage powers include: clear 
  mind, energy resistance, greater energy 
  resistance, greater guarded life, guarded 
  life, guarded stance, internal fortitude, 
  knockback, knockdown, mighty swing, 
  no escape, powerful blow, quick reflexes, 
  renewed vigor, strength surge, swift foot, 
  and unexpected strike.
  Smite Evil (Su):  The noble barbarian 
  may make a single smiting attack each 
  time she manifests her Divine Strength, 
  causing additional damage to the 
  noble barbarian’s opponent equal to 
  her wisdom modifier (doubled if the 
  opponent is undead or an evil outsider) 
  and automatically bypassing the target’s 
  damage reduction if any as long as 
  the opponent is evil.  This damage 
  also multiplied for critical hits when 
  appropriate.
  The noble barbarian must declare 
  the attack as a smiting attack prior to 
  determining the success or failure of 
  the attack.  The noble barbarian may 
  only make a maximum number of smite 
  attacks equal to 
  1/3 her class level.
  Huntsman’s Call (Sp):  At 5th level 
  the noble barbarian gains a divine 
  connection with either a medium sized 
  animal companion or a large sized 
  animal mounted companion.  The 
  connection functions as the druid’s 
  animal companion, treating the noble 
  barbarian’s effective druid level equal 
  to her class level if the animal is medium 
  sized or as her class level -4 for a large 
  sized animal.  Regardless of the animal 
  type chosen, the beast’s Intelligence is 3.
  Once chosen, the type of animal cannot 
  be changed, even if the animal is lost or 
  killed.  If the noble barbarian loses her 
  animal companion, she may not summon 
  another for at least 30 days or she gains 
  
  12
  an additional class level as a noble 
  barbarian.
  This class ability replaces the Divine Bond 
  class ability the paladin gains at 5th level.
  Greater Divine Strength (Su): At 11th level 
  the noble barbarian’s sacred bonus to 
  her Strength and Constitution increase to 
  +6.
  This class ability replaces the paladin’s 
  Aura of Justice class ability gained at 11th 
  level.
  Divine Call (Sp):  At 14th level the noble 
  barbarian’s animal companion gains the 
  Celestial creature simple template and 
  its type changes to magical beast.  The 
  animal companion’s effective CR when 
  determining the spell resistance granted 
  by the template is equal to its hit dice -1.
  This class ability replaces the paladin’s 
  Aura of Faith class ability gained at 14th 
  level.
  Aura of Nobility (Su): At 20th level the 
  noble barbarian projects an aura with 
  a 10 foot radius while she is manifesting 
  Divine Strength, granting both the noble 
  barbarian and her allies within range of 
  the aura the effects of the Protection 
  from Evil spell.  In addition, both the noble 
  barbarian and her allies within range of 
  the aura are immune to fear-based spells 
  and spell-like abilities.  Treat the noble 
  barbarian’s class level as her effective 
  caster level in regards to spell resistance 
  to overcome the protection of this aura.
  This class ability replaces the paladin’s 
  Holy Champion class ability gained at 20th 
  level.
  New Feats
  The merciless warden may choose the 
  following feats as desired as part of her 
  normal progression.
  Extra Brute Resolve
  You have learned to maintain your focus 
  of determination just a little longer than 
  most.
  Prerequisites:  Brute Resolve class ability.
  Benefit:  You can manifest your Brute 
  Resolve for 6 additional rounds per day.
  Special:  You may take this feat multiple 
  times, gaining 6 additional rounds each 
  time it is taken.
  Extra Brute Power
  You unlock another secret of 
  empowering your Brute Strength.
  Prerequisites:  Brute Power class ability.
  Benefit:  You gain an additional brute 
  power.
  Special:  You may take this feat more 
  than once, selecting a different brute 
  power each time you select this feat.
  Extra Divine Strength
  You have learned to draw upon the 
  strength of the powers of the earth and 
  air a little longer.
  Prerequisites:  Divine Strength class ability.
  Benefit:  You can manifest your Divine 
  Strength for 6 additional rounds per day.
  Special:  You may take this feat multiple 
  times, gaining 6 additional rounds each 
  time it is taken.
  Extra Noble Power
  You unlock another secret of 
  empowering your Divine Strength.
  Prerequisites:  Noble Power class ability.
  Benefit:  You gain an additional noble 
  power.
  Special:  You may take this feat more 
  than once, selecting a different noble 
  power each time you select this feat.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 58 - Wardens of Nature (Class Archetypes).pdf