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Warden

Warden Level Progression
level XP Title HD THAC0 D W P B S Tracking
1 0 Runner 1d8 19[0] 12 13 14 15 16 20%
2 2,000 Strider +1d8 19[0] 12 13 14 15 16 30%
3 4,000 Scout +1d8 19[0] 12 13 14 15 16 40%
4 8,000 Courser +1d8 17[+2] 10 11 12 13 14 50%
5 16,000 Tracker +1d8 17[+2] 10 11 12 13 14 60%
6 32,000 Guide +1d8 17[+2] 10 11 12 13 14 70%
7 64,000 Pathfinder +1d8 14[+5] 8 9 10 10 12 80%
8 120,000 Warden +1d8 14[+5] 8 9 10 10 12 90%
9 240,000 Warden Knight +1d8 14[+5] 8 9 10 10 12 100%
10 360,000 Warden Knight, 10th +2 12[+7] 6 7 8 8 10 110%
11 480,000 Warden Knight, 11th +2 12[+7] 6 7 8 8 10 110%
12 600,000 Warden Knight, 12th +2 12[+7] 6 7 8 8 10 110%
13 720,000 Warden Knight, 13th +2 10[+9] 4 5 6 5 8 110%
14 840,000 Warden Knight, 14th +2 10[+9] 4 5 6 5 8 110%

Wardens are members of a secret society which protects their native lands from invasion and the influence of Chaos. They are skilled warriors who are adapted to life in the wilds.

Alignment: As protectors, wardens may only be lawful or neutral. If a warden ever changes alignment to chaotic, they lose all special class abilities and become a fighter of the same level. The character may be able to regain their status as a warden by performing a special quest.

Awareness

Wardens are only surprised on a roll of 1. This may mean that a warden is able to act in the surprise round while their companions are surprised.

Combat

Wardens can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.

Foraging and Hunting

A party with a warden succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance

Limited Possessions

A warden may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).

Pursuit

When the warden’s party pursues an opposing group in the wilderness (see Evasion and Pursuit in Old-School Essentials), the chance of evasion is reduced by 10%.

Surprise Attack

In the wilderness, a warden has a 3-in-6 chance of going unnoticed when sneaking up on a target. If the warden goes unnoticed, the target may be surprised

Tracking

Wardens can identify and follow tracks. This skill improves as the character gains levels (see the table to the right). Success may be modified by the following factors:

After Reaching 10th Level

2d12 beings will join the warden as followers. The nature of these followers is up to the referee—they may include human or demihuman adventurers, animals, fantastic mounts, sylvan creatures, or special monsters. If any of the followers die, they are not replaced.