Warden
Creature 6 — human, humanoid
AnvilSniperLANDhuman
Wardens are the chief guardians of borders and frontiers. Whether standing watch over a single village or an entire region, wardens keep a vigilant eye out for threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or along the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. Larger societies rely on those with the authority and the ability to interpret and enf
Source: pathfinder-npc-core
Perception +17
Languages common
Skills athletics +15, nature +11, stealth +13, survival +13
Str
+4
Dex
+2
Con
+3
Int
+1
Wis
+2
Cha
+1
Items Bastard Sword, Composite Longbow, Scale Mail, Bedroll, Compass, Flint and Steel, Survey Map, Tent (Pup), Backpack
AC 24
Fort +15
Ref +15
Will +11
HP 100
Speed 25 feet
Offense
Melee Bastard Sword (two-hand-d12) +16, Damage 1d8+10 slashing
Melee Fist (agile, nonlethal, unarmed) +16, Damage 1d4+10 bludgeoning
Ranged Composite Longbow (deadly-d10, magical, propulsive, reload-0, volley-30) +17, range increment 100 feet, Damage 1d8+8 piercing
Abilities
Warding Strike —
Warden's Protection — A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.
WORKS WELL WITH
SnareLANDA controller that pins intruders in the guarded ground lets every bonus Strike against trespassers land instead of being avoided by repositioning.
FlankerLANDA mobile skirmisher forces enemies to split attention between a roaming threat and the fixed defender, opening flanks the guardian can punish.
WeaverLANDA caster working from the protected perimeter benefits from having an accurate defender screen the approach so its concentration isn't broken.
PUNISHES
✖ overextension✖ clumping✖ low Fortitude
Stacking another heavy frontline defender is redundant once one creature already anchors the choke point.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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