Warder

Skilled as hunters, scouts and warriors, the secretive Warders are a nemesis to the evil creatures that would despoil the wilderness or spread their destruction beyond its borders. While their vigilance helps protect civilized lands, they can be a thorn in the side of those who would seek to spread “civilization” to wild places.
While many Warders are rangers; fighters, rogues, even barbarians and others have also entered the order. Most Warders are gnomes, humans and half-elves, though any race with the proper skills and respect for the natural world may join. After their initiation, the details of which are never described to non-Warders, the new Warder may travel freely, or work together with other Warders, but in either case she must always be vigilante to protect the last pristine lands of Europa. The symbol of the Warders is a falcon in a circle.

Requirements
To qualify to become a Warder, a character must fulfill all the following criteria:
Alignment: Any Good
Feats: Tracking, Weapon Focus (any ranged weapon
Skills: Knowledge (nature) 4 ranks, Spot 4 ranks, Survival 9 ranks

Hit Die: d10
Class Skills: The Warders’s class skills (and the key ability for each skill) are are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Additional Level: 4+Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Warder Damage
1st +1 +2 +2 +0 Warder Damage, Mundane Enemies, Armor Focus (light) d4
2nd +2 +3 +3 +0 Bonus Feat d6
3rd +3 +3 +3 +1 Armor Focus (medium) d6
4th +4 +4 +4 +1 Warder Damage, Magical Enemies d8
5th +5 +4 +4 +1 Bonus Feat d8
6th +6 +5 +5 +2 Armor Focus (shield) d10
7th +7 +5 +5 +2 Warder Damage, Alien Enemies d10
8th +8 +6 +6 +2 Bonus Feat d12

Weapon and Armor Proficiency: A Warder is proficient with all simple and martial weapons, and with light and medium armor and shields (including tower shield).

Warder Damage: As a skilled hunter, the Warder knows how to strike certain creatures for extra damage. The Warder does an extra d4 in damage against animals, giants, humanoids, and monstrous humanoids with melee attacks or ranged attacks within 30 feet. This extra damage is increased to a d6 at 2nd level, a d8 at 4th level, a d10 at 6th level and a d12 at 8th level. At 4th level the Warder also does Warder damage to dragons, fey, and magical beasts, at 7th level to aberrations and outsiders. Warder damage is not multiplied on a critical hit.

Armor Focus: The Warder receives the Armor Focus feat for light armor. At 3rd level the Warder receives Armor Focus with medium armor, at 6th level with shield. If Warder already has the particular Armor Focus feat, then he can take one of the Warder bonus feats provided he meets the prerequisites for it.

Bonus Feats: At 2nd, 5th and 8th levels the Warder receives a bonus feat. The Warder must meet the prerequisites for the feat. The Warder can choose from: Aim, Armored Ranger, Far Shot, Hawkeye, Improved Shield Bash, Many Shot, Mounted Combat, Precise Shot, Point Blank Shot, Rapid Shot, Run, Shot on the Run, or Skill Focus (any class skill).

Druid and Ranger Warders: Druid and ranger Warders add their Warder level to their druid or ranger level when using wild empathy, and to determine the properties of their animal companion.