Level
|
Exp. Points
|
Hit Dice (d6)
|
Healing Poultice
|
1
|
0
|
1+4
|
1d4
|
2
|
2,250
|
2+3
|
1d4+1
|
3
|
4,500
|
3+2
|
1d6+1
|
4
|
9,000
|
4+1
|
1d6+3
|
5
|
18,000
|
5
|
1d8+3*
|
6
|
36,000
|
6
|
1d8+5
|
7
|
72,000
|
7
|
1d10+5
|
8
|
144,000
|
8
|
1d10+7
|
9
|
288,000
|
9
|
1d12+7
|
10
|
576,000
|
10
|
1d12+9
|
Wardens get a 5% XP bonus if they have strength and constitution scores of 15 or above.
They are experts with the short or long bow, and get +1 to-hit with either, in addition to any other dexterity or racial bonuses they might have.
Wardens are experts in medicinal herbs. They can prepare healing poultices that will heal an increasing number of hit points based on the warden’s level (see table, above). These healing poultices can be used once per day, per PC. At the referee’s option, this can be in addition to any binding of wounds that may be allowed. At fifth level and above, the warden’s healing poultices act as a cleric’s cure disease spell. The healing is relatively slow, however, taking 1d4 hours to cure disease or restore hit points. They can carry enough herbs and materials to make four such poultices, before having to forage for more raw materials.
Wardens are not easily surprised. In their native outdoor environment, they will surprise foes generally on a 1-3/1d6, yet they themselves are surprised only on a 1/1d6.
Wardens are accomplished trackers. There are no specific rules to cover this, as success or failure will vary based on the terrain, weather, age of tracks and time of day. It is left up to the referees’ discretion, however in an ideal environment (non-rocky terrain, daylight, good weather, recent tracks), the track should always succeed.
Wardens are distrustful of certain forms of magic, and will not use potions or scrolls. They will, however, make use of any magical armor or weapons they come across.
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