TEXT: 1
  
  2
  Credits
  -Producer-
  SCOTT GLADSTEIN
  -Designers-
  SCOTT GLADSTEIN, AND IAN SISSON
  -Editor-
  IAN SISSON
  -Artists-
  KIM HOLM , PAMELA NGOUOGHE, AKAIMOCHI,
  DAVID REVOY, AND JUSTIN NICHOL
  -Graphic Design/Layout-
  SCOTT GLADSTEIN
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  ScottGladstein@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2018, All Rights Reserved
  The Warden
  
  1
  Warden
  A Base Class for the Pathfinder Roleplaying Game
  Wardens are not made, they are formed. Those who 
  died on sacred ground may awake to find themselves 
  to have escaped death’s icy grasp. The forest choses 
  those of a balanced heart to be its champions- infusing 
  their form with an iota of primal power.
  Wardens wield the fury of the forest, armored with 
  root and thorn and staving off those who would upset 
  nature’s harmony. Wardens are part plant, part man, 
  and all warrior. Wardens themselves are a mysterious 
  lot- forbidden from living in urban environments or 
  partaking in technological wonders.
  There are warden cults where recruits, after a long 
  apprenticeship in a nature worshipping religion, will 
  be ritually killed and brought back as a warden if they 
  are found virtuous. These green knights then serve for 
  centuries as wardens in their local regions.
  Wardens are agents of impartial, neutral, balance 
  in the world. Everything must be in harmony in 
  accordance to nature and it is their sacred task to 
  swiftly (and often forcefully) correct those who step 
  out of line. They seek to preserve life but understand 
  the necessity for death. Anything in excess or in too 
  small amount offends nature and a warden may be 
  called on to correct this.
  HIT DICE: D10.
  ROLE:
  A warden is a front line fighter with a powerful 
  ability to affect the layout of the battlefield. While 
  they may lack the direct damage ability of a paladin 
  or barbarian, a warden makes up for it in the ability 
  to direct the flow of battle and bolster their allies 
  within a ‘zone’ they control. Wisdom is an important 
  ability for a warden, as it influences the save DCs of 
  their class features, but as a front-line fighter a warden 
  should also be sure to shore up their Strength and 
  Constitution scores as well.
  
  2
  ALIGNMENT: ANY NEUTRAL
  A warden must be of a neutral alignment on at 
  least one axis (NG, LN, N, CN, or NE) and they are 
  encouraged to strive to be absolutely neutral (“true 
  neutral”). If their alignment no longer contains a 
  neutral component, they cannot take further levels in 
  warden until their alignment once again contains a 
  neutral component.
  STARTING WEALTH:
  3d6 × 10 gp (average 105 gp). In addition, each 
  character begins play with an outfit worth 10 gp or 
  less.
  CODE OF CONDUCT:
  A warden has several restrictions placed upon them. 
  If the do any of the following acts they will be 
  regarded as “tainted” and immediately loses all warden 
  class features (but not weapon, armor, and shield 
  proficiencies). A tainted warden may continue to take 
  levels in warden.
  • 
  A warden may never remain, willingly, in an 
  urban environment for a prolonged period of time 
  (settle, take up residence, establish a temporary 
  base, etc.) Staying in a deeply urban environments 
  should be avoided whenever possible but is 
  permitted in pursuit of a greater goal.
  Table 1-1: The Warden
  Level
  Base Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Zone Size
  1st
  +1
  +2
  +0
  +2
  Nature’s reclamation 1/day
  10 foot cube
  2nd
  +2
  +3
  +0
  +3
  Green tongue, warden training
  10 foot cube
  3rd
  +3
  +3
  +1
  +3
  Nature’s reclamation 2/day
  10 foot cube
  4th
  +4
  +4
  +1
  +4
  Nature’s gift
  15 foot cube
  5th
  +5
  +4
  +1
  +4
  Nature’s reclamation 3/day
  15 foot cube
  6th
  +6/+1
  +5
  +2
  +5
  Warden training
  15 foot cube
  7th
  +7/+2
  +5
  +2
  +5
  Nature’s reclamation 4/day
  20 foot cube
  8th
  +8/+3
  +6
  +2
  +6
  Green squire, nature’s presence
  20 foot cube
  9th
  +9/+4
  +6
  +3
  +6
  Nature’s reclamation 5/day
  20 foot cube
  10th
  +10/+5
  +7
  +3
  +7
  Nature’s gift, warden training
  25 foot cube
  11th
  +11/+6/+1
  +7
  +3
  +7
  Nature’s reclamation 6/day
  25 foot cube
  12th
  +12/+7/+2
  +8
  +4
  +8
  Double zone, tree step
  25 foot cube
  13th
  +13/+8/+3
  +8
  +4
  +8
  Nature’s reclamation 7/day
  30 foot cube
  14th
  +14/+9/+4
  +9
  +4
  +9
  Warden training
  30 foot cube
  15th
  +15/+10/+5
  +9
  +5
  +9
  Nature’s reclamation 8/day
  30 foot cube
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Nature’s gift
  35 foot cube
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Nature’s reclamation 9/day
  35 foot cube
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Warden training
  35 foot cube
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Nature’s reclamation 10/day
  40 foot cube
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Green knight
  40 foot cube
  
  3
  • 
  A warden may never swear an oath of service or 
  loyalty to any mortal power. A warden serves only 
  nature- never a king or local governance.
  • 
  A warden may never partake in high technology 
  or rely on it.
  • 
  A warden may never do anything to the point of 
  unnecessary excess (particularly libations). All 
  things must be done in moderation (though they 
  may be thorough).
  • 
  A warden must endeavor to uphold the balance of 
  nature (i.e hunting is ok, but hunting a single type 
  of creature in excess is not).
  A warden may commune with nature to ask 
  for permission if a situation demands it. This is 
  commonly afforded, particularly in service to a greater 
  goal. A warden may also seek atonement (via an 
  atonement spell) for past acts.
  CLASS SKILLS
  The warden’s class skills are Climb (Str), Handle 
  Animal (Cha), Heal (Wis), Knowledge (geography) 
  (Int), Knowledge (nature) (Int), Ride (Dex), Sense 
  Motive (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features:
  The following are the class features of the warden.
  Weapon and Armor Proficiency:
  The warden is proficient with all simple and martial 
  weapons and with all armor (heavy, light, and 
  medium) and shields (except tower shields).
  Nature’s Reclamation (Su):
  The principle power of the wardens is to reclaim an 
  area; to cause an area to rapidly grow into a natural 
  terrain of their choice. Worked stone yields to sudden 
  reforestation, the depths of the darkest dungeon 
  becomes an arctic waste, and a deep bog spills from 
  the surface of the forsaken desert. At 1st level, a 
  warden can designate a 10 foot cube of space (10’ x 
  10’ x 10’) as a standard action and cause it to terraform 
  into a new terrain of their choice, chosen from the list 
  of available warden zones (see Warden Zones at the 
  end of the class). This area becomes known as their 
  ‘zone’. The zone lasts a number of rounds equal to the 
  warden’s Wisdom modifier modifier + 1 round per 4 
  warden levels, with a minimum duration of 2 rounds. 
  The warden can only maintain a single zone at a time; 
  if they create a new zone, the first zone ends. When a 
  zone’s duration ends, or when it is dismissed (a swift 
  action), the terrain reverts to its original form with 
  no damage or ill effect to the area, although there 
  may be indications of what occurred (an aquatic zone 
  may create small puddles, a forest zone leaves behind 
  some twigs and leaves, etc). The zone also ends if 
  the warden is knocked unconscious, dies, becomes 
  frightened or panicked, or is otherwise prevented 
  from participating in combat.
  If a warden attempts to create a zone where one 
  already exists, they must make an opposed level check 
  with the existing zone’s creator. The winner has their 
  zone supercede the other zone where they overlap. If 
  the warden attempts to replace their own zone, they 
  automatically succeed without needing an opposed 
  level check. Enemies may attempt to dispel the zone; 
  the warden is considered to have a caster level equal 
  to their warden level for the purpose of dispelling a 
  zone.
  
  4
  At 1st level, the warden can use this ability once 
  per day. At 3rd level, and every odd level thereafter, 
  the warden gains an additional use of this ability. 
  Additionally, at 4th level and every 3 levels after that, 
  the size of a zone the warden can create increases, 
  as shown on Table 1-1: The Warden. The warden 
  may always choose to create a smaller zone than the 
  maximum size allowed by their level.
  Green Tongue (Sp):
  At 2nd level, a warden is treated as if they were 
  permanently under the effects of both a speak with 
  plants and a speak with animals spell. Additionally the 
  warden learns Druidic, the secret language of druids, 
  as a bonus language.
  Warden Training (Su):
  As they grow in power, warden learn new ways to 
  channel nature’s power. At 2th level, the warden gains 
  an ability chosen from the following list. At 6th level, 
  and every 4 levels after that, they gains an additional 
  ability.
  BIOME SHIFT:
  As a move action, the warden may re-select the zone 
  type of their active zone, and/or the active zone 
  modifiers. The warden may do both with the same 
  action. The warden must be at least 6th level to take 
  this warden training.
  ECOTONE:
  When creating a zone, the warden may select 2 zone 
  types, and have the zone gain the base effect of both 
  zones. A GM may rule that certain zones cannot be 
  combined (desert and aquatic, arctic and swamp, etc). 
  The warden may select unique zone modifiers from 
  each zone type. The warden must be at least 10th level 
  to take this warden training.
  Sidebar: What’s An Ecotone?
  Ecotone is the term for a region where two biomes or 
  ecosystems meet. An ecotone displays the properties 
  of both biomes.
  EXTENDED RECLAMATION:
  Any zones that the warden creates last an additional 3 
  rounds. This warden training may be taken more than 
  once; its effect stacks.
  INDIGENOUS LIFE (SP):
  The warden may spend a use of their nature’s 
  reclamation class feature to conjure an animal to aid 
  them in battle. As a standard action, the warden may 
  expend a use of their nature’s reclamation class feature 
  to cast summon nature’s ally 1 as a spell-like ability. 
  At 4th level, and every 2 levels after that, this ability 
  increases by 1 spell level (to a maximum of summon 
  nature’s ally 9 at 18th level). Alternatively, the warden 
  may dismiss an existing zone they control to use this 
  ability, but only to summon a creature that would 
  normally be found within the type of terrain they had 
  created with their zone. The warden may only have 
  a single instance of summoned creatures at a time; if 
  they summon more creatures this way, any already 
  summoned creatures are dismissed.
  NATURAL EQUIPMENT:
  If the warden uses non-metal armor and weapons they 
  gain a +1 divine bonus* to their AC and a +2 divine 
  bonus on damage rolls.
  NATURAL WARRIOR (SP):
  All wooden weapons and armor worn/wielded by the 
  warden count as if they were under the effects of an 
  ironwood spell. The warden must be at least 6th level 
  to take this warden training.
  RECLAIMER:
  The warden gains 2 additional uses of their nature’s 
  reclamation ability per day. This warden training may 
  be taken more than once; it’s effect stacks.
  
  5
  SHAPE GEAR (SP):
  At the start of the warden’s turn any wooden weapons 
  and/or armor worn/wielded can be modified as if by 
  a wood shape spell as a swift action. This, expressly, 
  allows the warden to turn their armor into a lighter 
  kind of armor (or return it to its heaviest form) and 
  turn their weapons into any weapon of the same 
  handedness that they are proficient in. Doing either 
  of the two previously mentioned abilities does not 
  require a Craft check and has no chance of failure. The 
  warden must be at least 6th level to take this warden 
  training.
  SUNDERER:
  The warden gains Improved Sunder as a bonus feat, 
  even if they don’t meet the prerequisites, and ignores 
  an amount of hardness equal to 1/2 their warden level 
  when making a sunder attempt.
  THORN LASH:
  As a move action (or a free action if they have Quick 
  Draw) the warden may create up a thorny length of 
  vine in their hand. This counts as a whip that deals 
  lethal damage, regardless of armor bonus or natural 
  armor bonus. The warden is always considered to 
  be proficient with this weapon. At 4th level, and 
  every 4 levels after that, the thorn whip gains a +1 
  enhancement bonus to attack and damage rolls, to a 
  maximum of +5 at 20th level.
  WARDEN’S PATH:
  The warden ignores all difficult terrain (magical or 
  otherwise) within their zone, as well as all naturally 
  occurring difficult terrain found outside their zone. 
  Magically generated difficult terrain outside their 
  zone, including terrain generated by another warden’s 
  zone, still affects them. The warden must be at least 
  6th level to take this warden training.
  WILD EMPATHY:
  The warden gains the wild empathy class feature of 
  the druid, using their warden level as their druid 
  level.
  WILD GROWTH:
  The size of zones that the warden creates increases by 
  10 feet per side (i.e. a 25’ cube becomes 35’ cube). The 
  warden must be at least 6th level to take this warden 
  training.
  *Sidebar: Divine Bonus
  A “divine bonus” is a profane bonus for evil characters 
  and a sacred bonus for good characters. Neutral 
  characters may select which bonus type they prefer 
  but once the choice has been made it cannot be 
  changed.
  Nature’s Gift (Su):
  At 4th level, when creating a zone, the warden may 
  imbue the area with special powers called zone 
  modifiers, creating further effects beyond the base 
  benefit of the zone. The choice to apply a zone 
  modifier is made when creating the zone. They may 
  choose to use a universal modifier (listed below), or 
  a unique modifier based on the type of zone they are 
  creating. Once they choose a zone modifier, it applies 
  to the zone as long as the zone lasts and cannot be 
  changed. The warden automatically knows all zone 
  modifiers.
  At 10th level, the warden may apply 2 zone modifiers 
  when they create a zone. At 16th level, they may apply 
  3 zone modifiers when they create a zone.
  
  6
  LIFEBLOOD:
  The warden and their allies gain fast healing 1/4th 
  their warden level while within their zone. The 
  warden can only heal up to twice their warden level in 
  hit points to a given creature per day.
  NATURAL AEGIS:
  The warden and their allies within their zone gain a 
  +2 natural armor bonus. This increases by +1 at 8th 
  level and every 4 levels thereafter (for a maximum of 
  +6 natural armor at 20th level).
  REJECT AUTOMATA:
  At the start of the warden’s turn, constructs within 
  the zone take 1d6 damage per 2 warden levels. A 
  Fortitude save (DC 10 + 1/2 warden level + Wisdom 
  modifier) halves the damage. This expressly bypasses 
  the normal construct immunity to effects requiring a 
  Fortitude save
  THORN ARMOR:
  While within their zone, any enemy that strikes the 
  warden or their allies with a non-reach melee weapon, 
  unarmed strike, or natural weapon takes 1 point of 
  piercing damage per 2 warden levels (maximum 
  of 10 damage). For the purpose of overcoming DR, 
  this counts as damage from a magic weapon with an 
  enhancement bonus equal to 1/4 the wardens class 
  level.
  ZONE ATTUNEMENT:
  While within their zone, the warden and their allies 
  deal an additional +1d6 damage. The type of damage 
  dealt is based on the environment created by the 
  zone (an arctic zone deals cold damage, desert deals 
  fire, cave might deal bludgeoning, etc.); discuss the 
  damage type with the GM. At 8th level, and every 4 
  levels after that, this extra damage increases by an 
  addition d6, to a maximum of +5d6 at 20th level.
  ZONE SENSE:
  While within the zone, the warden and their allies 
  gain blindsense that extends to edge of the zone.
  Green Squire (Su):
  At 8th level, any time the warden dies, anyone 
  trying to restore them to life can treat any large 
  living tree (big enough to hold the warden) as the 
  warden’s remains. The caster attempting to bring the 
  warden back to life must know the warden’s name 
  and provide an accurate physical description of the 
  warden. Upon completion of the spell, the warden‘s 
  body is formed from the core of the tree and falls 
  prone in an adjacent square.
  Sidebar: There Are No Trees Here!
  If a warden seems to find themselves in a location 
  where trees are rare, to keep abilities like Green 
  Squire and Tree Step feeling relevant it is acceptable 
  to find a suitable replacement. If underwater coral 
  might be a good option. If in the badlands perhaps 
  large boulders or rock formations may be acceptable. 
  Even if it’s just “areas of dense vegetation” it is still 
  acceptable as long as it is thematically relevant to the 
  environment.
  
  7
  Nature’s Presence (Su):
  At 8th level, the warden gains the ability to count 
  themself as a zone they may apply zone modifiers 
  to. They may choose a single zone modifier and 
  gain its benefits, even while outside a zone. They 
  may change which zone modifier they has active 
  as a swift action. For the purpose of zone modifiers 
  that deal damage or provide a bonus to spellcasting, 
  the warden may choose to have the effect instead 
  apply to adjacent creatures. They may suppress or 
  reactivate this effect as a swift action. A GM may rule 
  that certain zone modifiers (such as ravine or cavern 
  collapse) cannot be chosen for use with this ability. 
  If the warden chooses a unique modifier based on a 
  terrain, their features change to reflect the chosen 
  terrain. A warden who chooses an arctic modifier may 
  have their features highlighted by icicles and frost, a 
  forest modifier could mean having vine-like hair, or a 
  swamp modifier might result in them leaving rapidly 
  disappearing damp sludge as footprints.
  Double Zone (Su):
  At 12th level, a warden can have up to two zones 
  active at any time. If they attempt to create a third 
  zone, the warden may choose which currently active 
  zone they will dismiss. If the 2 zones overlap, the 
  warden may choose which zone takes priority in 
  the overlapping area; only zone modifiers from the 
  prioritized zone affect that area.
  Tree Step (Sp):
  At 12th level, a warden gains the ability to step into a 
  tree, magically infusing themself into the plant, and 
  exiting out of another tree as a move action. Once 
  within a tree, they can teleport from that particular 
  tree to another tree within a range equal to twice their 
  move speed. Upon entering the tree they instantly 
  know the location of all other suitable trees within 
  transport range. If no suitable trees are in range the 
  warden will find themself unable to enter the tree. 
  The trees that the warden enters and exits from must 
  be living and must have girth at least equal to their 
  own.
  Green Knight (Sp):
  At 20th level, whenever the warden is killed (fails 
  a save against a death effect, is reduced to 0 hp, 
  etc), they return to life the next day, as per a true 
  resurrection spell, in the center of the nearest pristine 
  natural site (a large forest untouched by loggers, a 
  hidden crystal-clear lake, an oasis in the desert, etc). 
  This process takes 1 day, plus 1 additional day per 100 
  miles that the warden died from the nearest pristine 
  natural site.
  Warden Zones
  Aquatic
  Base Benefit: The zone is filled with 2 feet of water per 
  warden level, to a maximum height of the zone width. 
  Shallow water (1-2 feet) is treated as difficult terrain, 
  while higher water levels require creatures to swim. 
  The water does not spill out into the area outside the 
  zone, forming sheer walls of flowing water at the edge 
  of the zone.
  UNIQUE MODIFIERS:
  • 
  Atlantian: While within the zone, the warden and 
  their allies gain water breathing and a swim speed 
  equal to their base land speed.
  • 
  Extinguishing Waves: Each round at the start of 
  the wardens turn, magical fires within the zone 
  are targeted by a dispel magic effect, using the 
  warden’s class level as their caster level.
  • 
  Saltwater In The Wound: Enemies injured 
  within the zone must make a Fortitude save (DC 
  10 + 1/2 warden level + Wisdom modifier) or 
  become staggered for 1 round. Creatures native to 
  saltwater and creatures with the aquatic subtype 
  are immune to this effect.
  • 
  Whirlpool: A small whirlpool forms within the 
  zone in a square of the wardens choice. At the 
  start of the wardens turn, enemies within the zone 
  must make a Swim check (DC 10 + warden level 
  + Wisdom modifier) or be dragged 10 feet closer 
  to that square, or as close as possible if that square 
  is occupied. The warden may create, relocate, or 
  dismiss the whirlpool as a move action.
  
  8
  Artic
  Base Benefit: The zone becomes covered slick ice 
  and powdery snow that makes keeping one’s balance 
  difficult. Enemies that move more faster than half 
  speed must make a Reflex save (DC 10 + 1/2 warden 
  level + Wisdom modifier) or fall prone after moving 
  1/2 their maximum move speed.
  UNIQUE MODIFIERS:
  • 
  Blizzard Arcana: Allied spells with the cold 
  descriptor cast within the zone have their caster 
  level increased by +1, and their save DC increased 
  by +1.
  • 
  Frigid Winds: At the start of the wardens turn, all 
  enemies within the zone take 1d6 cold damage 
  per 2 warden levels. A Fortitude save (DC 10 + 
  1/2 warden level + Wisdom modifier) halves the 
  damage.
  • 
  Glacial Wall (Sp): The warden may cast wall of 
  ice as spell-like ability at will as a standard action, 
  using their warden level as their caster level. 
  However, the warden can only create up to one 
  5’ square sheet per caster level. The wall can only 
  occupy squares within the zone, and the effect 
  automatically ends when the zone ends.
  • 
  Whiteout: The zone is filled with a raging blizzard, 
  which acts as a mundane obscuring mist spell. The 
  warden and their allies can see through the effect 
  without issue.
  Cave
  Base Benefit: The zone becomes darker and more 
  claustrophobic as stony phantom walls close 
  overhead. The edge of the zone blocks line of sight, 
  and the zone becomes an area of darkness. At 10th 
  level, the zone becomes an area of deeper darkness, as 
  the spell, although the warden treats it as mundane 
  darkness.
  UNIQUE MODIFIERS:
  • 
  Cavern Collapse: As a standard action, the warden 
  may create a violent cave-in. Enemies within 
  the zones must make a Reflex save (DC 10 + 1/2 
  warden level + Wisdom modifier) or take 1d6 
  points of bludgeoning damage per 2 warden levels 
  and become trapped under the rubble. Creatures 
  that make the save take half damage and avoids 
  becoming trapped. Creatures trapped take 1d6 
  nonlethal damage per 5 warden levels each round 
  until freed (A DC 10 + 1/2 warden level + Wisdom 
  modifier Fort save halves the damage). The rubble 
  lasts until the zone ends. Using this ability ends 
  all other active zone modifiers in the zone.
  • 
  Chasm: The zone is created with yawning abyss. 
  The chasm occupies 1 square per 2 warden levels, 
  and must occupy a contiguous line. The chasm 
  is as deep as the width of the zone (i.e. a 20’ cube 
  would create a 20’ deep pit).
  • 
  Echoed Arcana: Allied spells with the sonic 
  descriptor cast within the zone have their caster 
  level increased by +1, and their save DC increased 
  by +1.
  • 
  Stalagmite Strike: While within the zone, the 
  warden may direct a rock to fall from the ceiling 
  and strike a foe. As a swift action, the warden may 
  deal 1d6 piercing damage per 2 warden levels to a 
  single creature within the zone. A Reflex save (DC 
  10 + 1/2 warden level + Wisdom modifier) halves 
  the damage.
  
  9
  Desert
  Base Benefit: The zone becomes blisteringly hot. 
  Enemies within the zone must make a Fortitude save 
  each round (DC 10 + 1/2 warden level + Wisdom 
  modifier) or become fatigued until the end of their 
  next turn.
  UNIQUE MODIFIERS:
  • 
  Desert Arcana: Allied spells with the fire 
  descriptor cast within the zone have their caster 
  level increased by +1, and their save DC increased 
  by +1
  • 
  Desert Mirage (Sp): While within their zone, the 
  warden may cast hallucinatory terrain as a spell-
  like ability at will as a standard action. They may 
  only affect the area within their zone with this 
  ability.
  • 
  Scorching Winds: At the start of the wardens turn, 
  all enemies within the zone take 1d6 fire damage 
  per 2 warden levels. A Fortitude save (DC 10 + 
  1/2 warden level + Wisdom modifier) halves the 
  damage.
  • 
  Shifting Sands: As full-round action while within 
  their zone, the warden can cause the sands to 
  rapidly shift, dragging foes caught along a chosen 
  path. The warden makes a special reposition 
  attempt against any number of enemies within the 
  zone, rolling once and substituting their Wisdom 
  modifier for their Strength modifier. This doesn’t 
  provoke an attack of opportunity. Each creature 
  whose CMD they beat is moved in a direction of 
  the wardens choice; the warden can move each 
  creature in a different way if they so choose. For 
  the purpose of this special reposition, the entire 
  zone is considered the warden’s threatened area.
  Forest/Jungle
  Base Benefit: The zone sprouts 1 large tree, plus 1 
  tree per 4 warden levels. The tree may be placed in 
  either an unoccupied space or at an intersection of 
  4 unoccupied spaces. The trees provides cover, and 
  extend to the maximum height of the zone. The trees 
  can be climbed with a DC 20 Climb check.
  UNIQUE MODIFIERS:
  • 
  Strong Branches: The branches of the trees are 
  exceptionally strong, capable of supporting 
  several creatures. When creating the zone, the 
  warden may dictate certain branches to serve 
  as platforms attached to a tree. They may create 
  one 5’x5’ square platform per 4 levels of warden 
  they possess. The squares are not required to 
  be contiguous, but each square must either be 
  connected to a tree or another platform created by 
  this effect.
  • 
  Sudden Growth: When creating the zone, the 
  warden may create the trees in occupied spaces. 
  Enemies caught by a growing tree are carried up 
  to the maximum height of the zone and take 1d4 
  points of piercing damage per 3 warden levels. A 
  Reflex save (DC 10 + 1/2 warden level + Wisdom 
  modifier) prevents the movement and halves the 
  damage. The warden and their allies may ride the 
  growing trees to their maximum height without 
  taking damage, if they so choose.
  • 
  Undergrowth: A generous layer of crunchy leaves 
  and small sticks coats the ground, making it hard 
  to move quietly. Stealth checks within the zone 
  take a penalty equal to 1/2 the warden’s class level. 
  The warden may exclude themselves and their 
  allies from this effect.
  • 
  Vine Trap: While within the zone, the warden 
  may direct plantlife to grab another creature 
  within the zone. As a swift action, the warden 
  may cause an enemy within the zone to become 
  entangled for 1 round. A Reflex save (DC 10 + 
  1/2 warden level + Wisdom modifier) negates the 
  effect.
  
  10
  Mountain
  Base Benefit: The zone suddenly tilts to one side, part 
  of the ground rises, or otherwise elevates part of the 
  area with a severe slope. One edge of the zone (the 
  warden’s choice) is 10 feet higher per 5 warden levels 
  than the opposite edge (minimum of 10’ higher). The 
  ground slopes evenly between the two edges.
  UNIQUE MODIFIERS:
  • 
  Alpine Winds: As a move action, the warden can 
  fill the zone with strong winds. At 8th level, and 
  every 4 levels after that, the warden may increase 
  the strength of the winds by 1 step (to a maximum 
  of tornado-strength winds at 20th level). The 
  warden may always choose to set the wind 
  strength to a lower level than the highest strength 
  they have access to.
  • 
  Avalanche: As a standard action, the warden may 
  trigger a rockslide, avalanche, or similar disaster 
  to strike the zone. The warden makes a special 
  bull rush attempt against all enemies within the 
  zone, rolling once and substituting their Wisdom 
  modifier for their Strength modifier. This doesn’t 
  provoke an attack of opportunity. Each creature 
  whose CMD they beat is pushed in the same 
  direction. The warden doesn’t move during this 
  special bull rush. 
  • 
  Sudden Ravine: As a standard action, the warden 
  causes the ground to give way under an enemy’s 
  feet. The target must make a Reflex save (DC 10 
  + 1/2 warden level + Wisdom modifier) or fall 10 
  feet per 2 warden levels. Unless it climbs out (A 
  DC 10 + warden level + Wisdom modifier Climb 
  check) or finds some other way to escape the pit, 
  the creature remains their until the zone ends, at 
  which point it returns to ground level.
  • 
  Volcanic Burst: While within the zone, the 
  warden may create a small volcanic eruption at 
  an enemy’s feet. As a swift action, the warden 
  may deal 1d6 fire damage per 2 warden levels to a 
  single creature within the zone. A Reflex save (DC 
  10 + 1/2 warden level + Wisdom modifier) halves 
  the damage.
  Plains
  Base Benefit: The zone becomes a uniform and 
  mostly level area, with clear visibility. All natural 
  sources of cover (large trees and rocks, dirt piles, 
  etc) are removed from the zone, as are all man-made 
  structures smaller than the zone’s total area.
  UNIQUE MODIFIERS:
  • 
  Ankle Breakers: The zone is pockmarked with 
  prairie dog holes, divots, and other treacherous 
  footing. Enemies moving faster than half speed 
  through the zone must make an Acrobatics check 
  (DC 10 + warden level + Wisdom modifier) or 
  fall prone after moving 10 feet. A creature that 
  fails by 5 or more has twisted an ankle (or similar 
  bodypart) and has their movement speed halved 
  until they receive 1 point of magical healing or a 
  DC 10 Heal check.
  • 
  Brushfire: Spells and spell-like abilities that deal 
  fire damage within the zone create small brush 
  fires within their target area. Effects that target a 
  single creature (such as scorching ray) cause that 
  creature’s occupied area to catch fire. Enemies that 
  pass through a square with a brushfire take 1d6 
  fire damage per 4 warden levels and must make a 
  Reflex save (DC 10 + 1/2 warden level + Wisdom 
  modifier) or catch fire. The warden may dismiss 
  any number of brush fires as a move action, 
  otherwise wildfires last until the zone ends.
  • 
  Endless Expanse: The size of the zone increases by 
  50% (i.e. a 30 ft. zone becomes 45 ft. zone).
  • 
  Megafauna: While within the zone, a single 
  creature of the warden’s choice grows 1 size 
  category, as if by enlarge person, except this 
  applies to the creature regardless of creature type 
  and only lasts while they remain in the zone. At 
  8th level, and every 4 levels after that, the warden 
  may choose to enlarge an additional creature.
  
  11
  Swamp
  Base Benefit: The zone becomes a knee-deep mire, 
  although the muck doesn’t extended beyond the edge 
  of the zone. The entire zone is treated as difficult 
  terrain, and enemies that don’t move on their turn 
  become stuck, and must make a Strength check (DC 
  10 + 1/2 warden class level) to move from that space. 
  Planar movement and teleportation effects are not 
  affected by this movement restriction.
  UNIQUE MODIFIERS:
  • 
  Creepy-Crawlies: The zone is home to all sorts 
  of small biting bugs that swarm and sting 
  enemies. Enemies attempting to cast a spell or 
  concentrate on a spell within the zone must make 
  a concentration check (DC 20 + spell level) or 
  have the spell fail. Actions noted as requiring 
  concentration require a Fortitude save (DC 10 + 
  1/2 warden level) or else they fail.
  • 
  Marsh Fever: Each round, enemies within the 
  zone are exposed to a single contact or inhaled 
  poison of the warden’s choice at the start of the 
  wardens turn. The warden chooses the poison 
  when they create the zone. The DC to resist the 
  poison cannot be greater than 10 + 1/2 warden 
  level + Wisdom modifier.
  • 
  Noxious Mire: The zone becomes filled with a 
  powerful stench. At the start of the wardens turn, 
  enemies within the zone must make a Fortitude 
  save (DC 10 + 1/2 warden level + Wisdom 
  modifier) or become sickened until the end of 
  their next turn.
  • 
  Sinking Fen: Enemies that become prone in the 
  zone must take a standard action to stand up 
  instead of a move action. Additionally, any time an 
  enemy fails the Strength check to free themselves 
  from the mire (see the swamp zone base benefit) 
  by 5 or more, they fall prone.
  
  12
  Enduring Reclamation
  Nature shall endure, even without you.
  Prerequisites: nature’s reclamation class feature
  Benefit: Your zones last for their full duration, even 
  if you are knocked unconscious, die, or becoming 
  frightened/panicked.
  Normal: Your zones automatically end if you are 
  knocked unconscious, die, become frightened/
  panicked, or are otherwise prevented from 
  participating in combat.
  Table 1-2: Warden Alternate Favored Class Bonuses
  RACE
  BONUS
  SOURCE
  Dwarf
  +1/6 an additional use of nature’s reclamation.
  CRB
  Elf
  Zones created by the warden extend an additional 1 foot in each direction. 
  Mechanically, this only has an effect if taken in increments of 5; a zone size of 
  23 square feet is the same as a zone size of 20 square feet.
  CRB
  Half-elf
  Zones last +1/4 an additional round.
  CRB
  Half-orc
  +1/2 to sunder checks while within the warden’s zone.
  CRB
  Human
  +1/6 a new warden training.
  CRB
  Grippli
  Swamp zones last +1/2 an additional round.
  ARG
  Oread
  Cave and earth zones last +1/2 an additional round.
  ARG
  Undine
  Aquatic and water zones last +1/2 an additional round.
  ARG
  Aziza
  Desert zones last +1/2 an additional round.
  RG4
  Kercpa
  Forest zones last +1/2 an additional round.
  RG5
  Extra Warden Training
  Prerequisites: Warden training class feature
  Benefit: You gain an additional warden training. You 
  must meet the prerequisites for the warden training as 
  normal.
  Special: You may take this feat more than once; each 
  time you gain an additional warden training.
  Favored Zone
  “I love the forest in the spring. And the fall. And the 
  wi-Look I just really love forests.”
  Prerequisites: Nature’s gift class feature
  Benefit: Choose one type of zone you can create. You 
  gain the ranger’s favored terrain class feature with 
  the chosen terrain. The favored terrain bonuses you 
  receive do not increase with your level. Additionally, 
  this feat counts as the favored terrain class feature for 
  the purposes of feat prerequisites and other effects.
  Special: You may take this feat more than once; each 
  time you gain a new favored terrain.
  NEW FEATS
  
  13
  Not all wardens concern themselves with the world 
  of the material plane. There are those who instead 
  seek to maintain the balance found between the 
  planes that manage the powers of the multiverse; the 
  elemental planes of air, earth, fire and water along 
  with the positive and negative energy planes. These 
  wardens tear minor rifts and tears in the fabric of the 
  cosmos, creating small pockets where planar rules 
  overwrite the existing terrain. Where a warden creates 
  a forest in the desert, the planar warden brings the 
  plane of fire to the material plane.
  Skills
  The planar warden doesn’t gain Knowledge 
  (geography) as a class skill. Instead, they gain 
  Knowledge (planes)
  This modifies the warden’s class skills
  Planar Zone (Su):
  The planar warden doesn’t gain the normal selection 
  of zones and the unique zone modifiers that go along 
  with them; instead, they gain zones associated with 
  the various elemental planes.
  This replaces the wardens normal selection of zones 
  and their unique zone modifiers.
  Planar Speech (Ex):
  At 2nd level, the planar warden learns to read and 
  speak Aquan, Auran, Druidic, Ignan, and Terran as 
  bonus languages.
  This replaces the green tongue class feature.
  Planar Native (Su):
  Starting at 8th level, the planar warden always counts 
  as being native to whatever plane they are on, and are 
  thus immune to spells like dismissal. Additionally, 
  if the plane has a harmful effect (lack of air, toxic 
  gases, extreme temperatures) the warden ignore such 
  effects, as if under the effects of a constant planar 
  adaptation spell.
  This replaces the nature’s presence class feature.
  Planar Shift (Sp):
  Starting at 12th level, the planar warden can create 
  a short-lived rift between planes. Once per day, the 
  planar warden can cast plane shift as a spell-like 
  ability. At 16th and 20th levels, the planar warden 
  gain an additional daily use of this ability, to a 
  maximum of 3 times per day at 20th level.
  This replaces the tree step class feature.
  WARDEN ARCHETYPES
  Planar Warden
  An Archetype for Wardens in the Pathfinder Roleplaying Game
  
  14
  Air
  Base Benefit: All creatures within the zone begin to 
  gently float in the air, as if by a levitate spell. Creatures 
  without a fly speed (natural or otherwise) cannot 
  move under their own power unless they make an 
  Acrobatics or Fly check (DC 10 + warden level + 
  Wisdom modifier) to move up to their movement 
  speed.
  UNIQUE MODIFIERS:
  • 
  Bolt From The Blue: While within the zone, the 
  warden may conjure a lightning bolt to strike a 
  foe. As a swift action, the warden may deal 1d6 
  electricity damage per 2 warden levels to a single 
  creature within the zone. A Reflex save (DC 10 + 
  1/2 warden level + Wisdom modifier) halves the 
  damage.
  • 
  Cloudbank: The zone is filled with a thick cloud 
  or fog, which acts as a mundane obscuring mist 
  spell. The warden and their allies can see through 
  the effect without issue
  • 
  Galeforce: As a move action, the warden can fill 
  the zone with strong winds. At 8th level, and 
  every 4 levels after that, the warden may increase 
  the strength of the winds by 1 step (to a maximum 
  of tornado-strength winds at 20th level). The 
  warden may always choose to set the wind 
  strength to a lower level than the highest strength 
  they have access to.
  • 
  Tradewind: Allies within the zone gain a fly speed 
  equal to the warden’s base speed with average 
  maneuverability.
  Earth
  Base Benefit: The zone becomes darker and more 
  claustrophobic as stony phantom walls close 
  overhead. The edge of the zone blocks line of sight, 
  and the zone becomes an area of darkness. At 10th 
  level, the zone becomes an area of deeper darkness, as 
  the spell, although the warden treats it as mundane 
  darkness.
  UNIQUE MODIFIERS:
  • 
  Crystal Trap: As a swift action, the warden can 
  cause sharp crystals to grow within a single 
  square in the zone. The crystals are considered 
  masterwork caltrops, except they make their 
  attack rolls at the wardens highest BAB, and are 
  treated as magic weapons with an enhancement 
  modifier equal to 1/4th the warden’s class level. 
  The warden can change which square the crystals 
  grow in as an immediate action.
  • 
  Entomb: As a standard action, the warden 
  can attempt to make a special grapple check 
  against a prone enemy within the zone, using 
  their Wisdom modifier in place of the Strength 
  modifier. If the warden succeeds, the creature 
  becomes grappled. The warden doesn’t gain the 
  grappled condition, but otherwise treats this as a 
  normal grapple. If the warden chooses to damage 
  the creature, they deal bludgeoning damage equal 
  to their warden level.
  • 
  Stalagmite Strike: While within the zone, the 
  warden may direct a rock to fall from the ceiling 
  and strike a foe. As a swift action, the warden may 
  deal 1d6 piercing damage per 2 warden levels to a 
  single creature within the zone. A Reflex save (DC 
  10 + 1/2 warden level + Wisdom modifier) halves 
  the damage.
  • 
  Stoneguard: As a move action, the warden can 
  create a 5’ square stone pillar in an unoccupied 
  space in the zone, plus an additional pillar per 4 
  warden levels. These stone pillars do not need 
  to be contiguous (although they can be stacked 
  vertically if the warden wishes), but each must 
  touch a stone surface. If the warden uses this 
  ability again, the existing stone pillars crumble 
  into dust.
  Planar Zones
  
  15
  Fire
  Base Benefit: Whenever an enemy within the zone 
  takes fire damage, they must make a Reflex save (DC 
  10 + 1/2 warden level + Wisdom modifier) or catch 
  fire. Enemies that catch fire take the warden’s class 
  level in fire damage each turn.
  UNIQUE MODIFIERS:
  • 
  Everything Burns: Enemies within the zone that 
  catch fire must make 2 successful Reflex saves to 
  put out the flames, and jumping into bodies of 
  water does not automatically extinguish a creature 
  on fire.
  • 
  Ignis Arcana: Allied spells with the fire descriptor 
  cast within the zone have their caster level 
  increased by +1, and their save DC increased by 
  +1.
  • 
  Melting Point: Objects within the zone take 
  full damage from effects that deal fire damage, 
  ignoring hardness. Additionally, metal objects 
  within the zone become vulnerable to fire 
  damage, taking 150% damage from fire effects 
  before hardness. Magic items get a Fortitude save 
  (DC 10 + 1/2 warden level + Wisdom modifier) 
  each time they take fire damage to resist both 
  these effects.
  • 
  Volcanic Burst: While within the zone, the 
  warden may create a small volcanic eruption at 
  an enemy’s feet. As a swift action, the warden 
  may deal 1d6 fire damage per 2 warden levels to a 
  single creature within the zone. A Reflex save (DC 
  10 + 1/2 warden level + Wisdom modifier) halves 
  the damage.
  Negative Energy
  Base Benefit: All enemy healing effects, including 
  fast healing and regeneration, are reduced by 1 point. 
  This reduction improves by an additional point at 4th 
  level and every 4 levels thereafter, to a maximum of 
  reducing healing by 6 points at 20th level. This cannot 
  take a healing effect below 0 points of healing (i.e. this 
  cannot turn a healing effect into a damage effect).
  UNIQUE MODIFIERS:
  • 
  Deadly Miasma: Enemies within the zone must 
  roll twice on Fortitude saves and take the worse 
  result.
  • 
  Executioner (Sp): While within the zone, the 
  warden can cast death knell at will as a spell like 
  ability, and may target any creature within the 
  zone as though they were touching the creature.
  • 
  Mortis Arcana: Allied spells with the death 
  descriptor or that deal negative energy damage 
  that are cast within the zone have their caster level 
  increased by +1, and their save DC increased by 
  +1.
  • 
  Reaper Man (Sp): While within the zone, the 
  warden gains a constant deathwatch spell effect, 
  and can focus on a single creature as a move action 
  to learn any damage immunities, resistances, or 
  vulnerabilities the creature possesses as though 
  they had successfully identified the creature with 
  a relevant Knowledge check.
  
  16
  Positive Energy
  Base Benefit: The warden and their allies within the 
  zone automatically stabilize while below 0 hit points, 
  and regain 1 + 1/4th warden class level hit points each 
  round. This healing cannot take a creature above 1 hit 
  point.
  UNIQUE MODIFIERS:
  • 
  Eternals: While within the zone, the warden 
  warden and their allies gain the ferocity trait, 
  don’t gain the staggered condition or take 
  damage for performing strenuous actions while 
  at below 0 hp, and add the warden’s class level to 
  their Constitution score when determining the 
  negative hit points needed to die. When the zone 
  ends, allies within the zone below 0 hp become 
  stable at -1 hp.
  • 
  Grove Of Rebirth: At the start of their turn, allies 
  of the warden within the zone heal 1 point of 
  ability damage or drain, and gain a new saving 
  throw to remove negative levels.
  • 
  Healer’s Favor: All cure spells cast within the zone 
  can target any willing creature within the zone, 
  regardless of the normal range of the spell.
  • 
  Reject Undeath: Undead creatures and creatures 
  with the negative energy affinity trait take 1d6 
  points of positive energy damage per 2 warden 
  levels at the start of their turn. A Will save (DC 10 
  + 1/2 warden level + Wisdom modifier) halves the 
  damage.
  Water
  Base Benefit: The zone is filled with 2 feet of water per 
  warden level, to a maximum height of the zone width. 
  Shallow water (1-2 feet) is treated as difficult terrain, 
  while higher water levels require creatures to swim. 
  The water does not spill out into the area outside the 
  zone, forming sheer walls of flowing water at the edge 
  of the zone.
  UNIQUE MODIFIERS:
  • 
  Atlantian: While within the zone, the warden and 
  their allies gain water breathing and a swim speed 
  equal to their base land speed.
  • 
  Extinguishing Waves: Each round at the start of 
  the wardens turn, magical fires within the zone 
  are targeted by a dispel magic effect, using the 
  warden’s class level as their caster level.
  • 
  Saltwater In The Wound: Enemies injured 
  within the zone must make a Fortitude save (DC 
  10 + 1/2 warden level + Wisdom modifier) or 
  become staggered for 1 round. Creatures native to 
  saltwater and creatures with the aquatic subtype 
  are immune to this effect.
  • 
  Whirlpool: A small whirlpool forms within the 
  zone in a square of the wardens choice. At the 
  start of the wardens turn, enemies within the zone 
  must make a Swim check (DC 10 + warden level 
  + Wisdom modifier) or be dragged 10 feet closer 
  to that square, or as close as possible if that square 
  is occupied. The warden may create, relocate, or 
  dismiss the whirlpool as a move action.
  
  17
  Beast knight are wardens created through wild 
  shamanic rituals. They are less in tune with nature as a 
  whole, but possess a greater rapote with wild animals. 
  Warriors in the service of lycanthropic nature cults 
  and aggressive druid circles, beast knights take it 
  upon themselves to serve as nature’s sword and claw.
  Beastclaw (Su):
  At 1st level, the beast knight gains 2 claw attacks 
  that deal 1d4 damage each (1d3 damage for a 
  small warden). These are primary natural attacks, 
  or secondary attacks if the beast knight attacks 
  with a manufactured weapon in the same round. 
  Additionally, starting at 4th level all of the beast 
  knight’s natural attacks gain an enhancement bonus 
  to attack and damage rolls equal to 1/4th their warden 
  class level (minimum +1).
  Finally, the beast knight may use a natural attack in 
  the place of an unarmed strike when making a full 
  attack action. If they do so, they cannot use that same 
  natural attack outside the full attack that turn, and 
  any remaining natural attacks are treated as secondary 
  natural attacks. For example, a 11th level beast knight 
  could make 3 iterative attacks at the appropriate BAB 
  using one of their claws, but could then only attack 
  with one claw as a secondary natural attack.
  This replaces the warden’s nature’s gift class ability.
  Wild Shape (Su):
  At 4th level, the beast knight gains the druid’s wild 
  shape class feature. The warden has an effective druid 
  level equal to their warden level when determining 
  what shapes they can take with wild shape and how 
  often they can wild shape. Additionally, the beast 
  knight counts as a druid of equal level for the purpose 
  of meeting feat prerequisites, although they do not 
  gain a caster level.
  This replaces the warden’s nature’s reclamation class 
  ability.
  Beast Barding (Su):
  At 8th level, any armor the beast knight wears is 
  treated as having the wild magic armor property, 
  allowing them to retain their armor bonus even 
  while using wild shape. This does not affect the total 
  enhancement bonus of the armor. Unlike normal 
  wild equipment, the armor remains visible and 
  reshapes itself to accommodate the beast knight’s new 
  form.
  This replaces the warden’s nature’s presence class 
  ability.
  Beast Knight
  An Archetype for Wardens in the Pathfinder Roleplaying Game
  
  18
  Lycan Knight (Su):
  At 12th level, when the beast knight uses wild shape, 
  they can choose to retain a roughly humanoid shape, 
  allowing them to retain the ability to speak, use their 
  hands, and wield manufactured weapons. Their 
  equipment grows or shrinks to match any change in 
  size. Additionally, the beast knight becomes immune 
  to the curse of lycanthropy.
  This replaces the warden’s double zone class ability.
  Beast Training:
  The beast knight cannot learn the following warden 
  trainings: biome shift, ecotone, extended reclamation, 
  indigenous life, reclaimer, warden’s path, or wild 
  growth.
  Instead, the beast knight gains access to the following 
  new trainings:
  • 
  Beast Trail: The beast knight ignores naturally 
  occuring difficult terrain, and ignores the slowing 
  effects of magical difficult terrain while using 
  wild shape.
  • 
  Combat Feat: The beast knight gains a bonus 
  combat feat. The beast knight must meet all the 
  prerequisites for the feat. This training may be 
  taken multiple times; each time the beast knight 
  gains a new combat feat.
  • 
  Tireless Beast: The beast knight ignores 
  movement penalties caused by non-metal armors. 
  Additionally, they may rest in non-metal armor 
  with becoming fatigued.
  • 
  Wild Shape Feat: The beast knight gains a bonus 
  feat. The chosen feat must have wild shape as a 
  prerequisite, and the beast knight must meet all 
  the prerequisites for the feat. This training may be 
  taken multiple times; each time the beast knight 
  gains a new feat.
  This modifies the warden’s selection of warden 
  trainings.
  OPEN GAME LICENSE VERSION 1.0A
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  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  
  19
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
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  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License 
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  10. Copy of this License: You MUST include a copy of this License with every 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  • 
  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, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  • 
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  • 
  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.
  • 
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  • 
  Pathfinder RPG Core Rulebook, © 2009, 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.
  • 
  Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, 
  Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  • 
  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.
  • 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  • 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  • 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, 
  Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean 
  K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  • 
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; AUthors: 
  Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton 
  Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, 
  Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, 
  Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes 
  Schneider, David Schwwartz, Mark Seifter, Mike SHel, James L. Sutter, and 
  Linda Zayas-Palmer.
  • 
  The Warden © 2018, Little Red Goblin Games LLC; Author: Scott 
  Gladstein, Ian Sisson
  PRODUCT IDENTITY
  Little Red Goblin Games LLC company names and logo; backgrounds as 
  well as all trade dress and graphic design elements are all reserved as product 
  identity. The illustrations of this book are either in the public domain, 
  creative commons (the OGL qualifies under the SA clause), or were used with 
  permission by Little Red Goblin Games LLC.
  OPEN CONTENT
  All content not reserved above as product identity (including mechanics and 
  proper names) book are Open Game Content as described in Section 1(d) of 
  the Pathfinder Compatability License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Little Red Goblin/Warden.pdf