Chernasardo Rangers
THECHERNASARDO RANGERS
I hear the awed whispers of the new recruits. “Whenever you think you’re facing ten, you’ll fnd a hundred,” they say. “When you think you have the high ground, they strike from the skies. If you attack them with the delusion that you have the advantage, you’ll fnd an arrow in your neck before you even know what happened.” To hear them speak, you would think we were fghting a heavenly host rather than rabble hiding in tree houses.
A few troops from Groden’s battalion attempted to desert their posts and flee west last night. This morning, my scouts found them dead, stripped of armor and weapons, and left to feed the beasts of the forest. The tree climbers were far kinder to them than I would have been. Nevertheless, their bodies served as a suitable reminder to the rest of the soldiers—retreat is not an option.
—Journal of Molthuni Commander Dredik Loor N irmathas is a nation born from conflict and revolution. Throughout most of its recorded history, the people of the region were given no choice but to rebel in order to survive.[1]
Introduction
Beneath the Fangwood’s canopy, they learned not only how to rely on the forest for protection, but how to turn it into a battlefeld they could dominate.
The southernmost region of the forest, the Chernasardo, is overgrown with towering fr trees older than memory and thick brambles that give pause to even the most sure-footed.
Here, soldiers who have grown accustomed to the bedlam of combat are unsettled by the overbearing stillness and quiet of the forest. The dim light and shifing shadows play tricks on their eyes. Traditional tactics and battle plans meant for open engagement are useless against an enemy they cannot see, and their armor becomes more hindrance than protection in the difcult terrain.
To Molthuni ofcers’ frustration, their armies falter in the face of foresters barely organized enough to be called a militia.
The Chernasardo Rangers have defed expectations throughout history for one simple reason—for them, surrender has never been an option. They consider any loss a mere setback and any defeat an opportunity to refne their strategy. As long as they are alive, they continue to fnd better ways to fght back, developing new subversive maneuvers as old ones are found out.
HISTORY The Fangwood has produced unmatched hunters and trackers for millenni.a In the Chernasardo region, even common trappers and bandits have skills that would rival those of any ranger from a less forgiving land. Thus has the term Chernasardo Ranger long carried with it the prestige of nearly peerless hunting prowess, survival instinct, and woodland skill.
It wasn’t until the last century that the Rangers formed anything resembling the organization that uses their name today. For centuries, Nirmathas was part of Molthune, itself a vassal of the continent-spanning empire of Cheliax. During this time, the people of the Chernasardo were insular and independent, but generally lived free of conflict with the greater political forces in the empire.
In 4632 ar, however, this changed abruptly. Cheliax had descended into a fractious civil war, and Molthune declared its independence from its longtime liege state. The newly empowered Molthuni governor, Kellon, maintained order in the new nation with militaristic rule, and continued the exploitation of the Fangwood that the forest’s inhabitants had endured under Chelish rule for so long.
As tensions rose between Canorate and the people of the Fangwood, the disorganized groups of Chernasardo Rangers began working more in concert with one another to disrupt trade, expansion, and the influence of the Molthuni government in the resource-rich Chernasardo region. Forest Marshal Irgal Nirmath eventually united disparate bands of the Chernasardo Rangers under a common banner for the frst time in history, as part of the larger campaign that established the borders of modern Nirmathas.
Through their combined efforts, they drove off the Molthuni and fnally won their independence in 4655 ar.
This unity was short-lived, however; since Nirmath’s untimely death, no other individual has been able to effectively lead the Chernasardo Rangers as a cohesive unit. Though the Rangers answer the call of Nirmath’s successors in times of need, they largely act according to their own whims. Fortunately, Forest Marshal Nirmath’s leadership lef a lasting impact, and the Chernasardo Rangers are now more effective and motivated than ever before.[1]
CODES AND PHILOSOPHIES
Like most Nirmathi, Chernasardo Rangers value personal freedom and independence. Among them are aspiring heroes who seek personal glory, idealists who wish to end the conflict for the sake of peace, and racketeers who proft from stolen Molthuni supplies. To an outsider, one band of Rangers may seem so different from another that it would be difcult to believe they claim the same title.
However, to all of them, the safety of the Fangwood has always been paramount. In times of crisis, even the most rebellious of their number set aside individual agendas for the sake of defending their home.
Secrecy is vital to the organization’s survival. Their greatest advantage comes from keeping their fghting strength, strongholds, and tactics hidden from enemies.
Nearly all messages are delivered verbally, while those that must be written down are recorded in various codes, many of which can only be deciphered by fewer than a dozen individuals. Supply routes and meeting places are moved constantly, ofen at a moment’s notice. Every possible fail-safe is put in place to ensure nothing of value is revealed to the enemy.
In order for the Chernasardo Rangers to function under such a strict code of secrecy, they have fostered incredible loyalty to one another. They are prepared to give their lives for their comrades without a second thought—especially if it means taking down a few of the enemy along the way. While most Nirmathi are quite particular about their word choices in order to avoid any misunderstandings, Chernasardo Rangers are ofen as brief and to-the-point as possible, trusting their comrades to interpret their messages favorably.[1]
APHORISMS
Members of the Chernasardo Rangers commonly use the following phrases when communicating with both themselves and outsiders.
I’ll be free as a bird, or free as an arrow. To an outsider, the Chernasardo Rangers’ dedication to their cause may seem to contradict their desire for independence, but these are one and the same to the freedom fghters. A life of combat and subterfuge is perilous, and ofen seems as brief as the flight of an arrow. However, those who embrace such a lifestyle ensure the freedom of countless others.
Every road has a fork if you can move through the trees. The Chernasardo Rangers are experts at flexible thinking, and it shows in nearly all facets of their lives.
Whether it’s attacking enemies from unexpected angles, fnding solutions to seemingly intransigent problems, or even highly creative interpretations of certain verbal agreements, there is always a path aside from the most obvious—provided one is clever enough to see it.[1]
STRUCTURE
The Chernasardo Rangers have an incredibly diverse organization; while most of their members are humans and elves, it’s not uncommon to encounter dwarves, halflings, or even half-orcs among their number. The Chernasardo Rangers likewise espouse a wide number of religions and faiths. The druids and shamans of the group typically worship Desna, Gozreh, or the Green Faith, while inquisitors and warpriests favor Erastil and Iomedae. Many members are inspired by the vengeful and chaotic nature of Calistria, while others are enamored of the free-spirited Cayden Cailean or revolutionary Milani.
There are few real leaders among the Chernasardo Rangers and even fewer followers. Most members will ignore a well-meaning suggestion if it sounds like a command, even if it is one they otherwise would have agreed with. Only those Rangers who have proven themselves over many encounters and earned the title of warden can issue orders and reliably expect them to be followed. For everyone else, the Rangers consider it something of a sport to see just how egregiously they can defy their orders while still achieving favorable results.
The Rangers typically arrange themselves in bands of six or fewer, with each band operating independently.
Many act as assault squads, scouts, or smugglers, but there are just as many who have no particular role, taking on whatever mission is in front of them. There is little actual planning among the Rangers, since most view anything other than taking direct action as bureaucratic nonsense.
As such, the quartermasters, who act as administrators, tactical advisors, and commanders of the few permanent Ranger forts, are among their least popular members.
Still, no one would deny the importance of these positions, since without them, the freedom fghters would certainly not have found such success.
There is no true hierarchy among an individual band of Rangers. Those with the most wisdom and foresight— however loosely that’s interpreted from Ranger to Ranger—are looked to as unofcial captains. While these captains may not be leaders in the traditional sense, their comrades trust their judgment enough to allow them to make snap decisions when there is no time for discussion. Captains ofen take on a support role in combat, watching the battlefeld from a distance or offering cover and advice from above.[1]
OPERATIONS
The Chernasardo Rangers act as border patrols, escorts, scouts, and smugglers, and also as a makeshif organized militia to assist in the nation’s war with Molthune.
Scouts have the most important role, as superior information is ofen the determining factor in skirmishes with the Molthuni army. Inquisitors, rogues, and slayers typically take on missions beyond the Nirmathi border, moving quickly and quietly to collect intelligence without being seen. They operate under cover of night, stealing Molthuni battle plans, sabotaging equipment, and— when possible—assassinating key Molthuni ofcials.
An effective scout team can disable an entire battalion before the enemy even sees the border. Those enemies foolish or stubborn enough to advance despite this are met by ambush squads that have already been informed of their movements and formations.
Smugglers have the task of creating and maintaining supply lines in those areas where Molthuni troops may try to disrupt them. Other nations in the region are hesitant to trade openly with Nirmathas, as doing so would make them enemies of Molthune, so the Chernasardo Rangers have become rather adept at negotiating with racketeers.
Since Nirmathas lacks the means to manufacture advanced metalwork, they trade for armor and weapons— typically with brokers from Lastwall and Ustalav eager to get their hands on the medicines and poisons that can be made only by Nirmathi druids and alchemists. The recipes for these are highly guarded secrets.
Civilians rely on Chernasardo Rangers to escort them between villages and protect them from both natural threats and Molthuni troops. It is rather rare that the Rangers have to deal with the kind of criminal activity typical in other regions. When the war with Molthune began, Irgal Nirmath formed an agreement with the bandits of the Chernasardo region: so long as the bandits attacked only enemy caravans and none of their nation’s own citizens, Nirmath’s fghters would let them act as they wished. Each forest marshal since has honored this truce, as they know the value of having the brigands on their side.
The Rangers who embrace what might be the most perilous missions are the selfproclaimed “chain breakers.” Slavery is one of the most abhorrent crimes imaginable to a Nirmathi; for any being to enforce its will on another in such a way goes against everything they believe in. In the early days of the Nirmathi rebellion, many Molthuni ofcers brought slaves to accompany them on long marches. During that time, Chernasardo Rangers considered it a priority to free those slaves, even at great cost to themselves. Many of those former slaves became vital assets to the revolution, and some went on to become Chernasardo Rangers themselves.
These Rangers travel further south than any of their allies, disguised in stolen Molthuni gear and using information from the freed slaves among them to infltrate Molthuni cities. Without the advantages of the forest, and deep within enemy territory, any encounter with soldiers or city guards could be fatal, and these missions involve a degree of subtlety and social nicety that not many can effectively master. But every time they return home with even a single freed slave in tow, they are emboldened to go back for more.[1]
HEADQUARTERS
The Chernasardo Rangers do not operate out of any single location. Grouping together for any extended time would prove dangerous if a large enough enemy force found them. Instead, they spread out among various bases, meeting up just long enough to rest and share information and resources. Some Rangers think of these bases as homes, though most prefer to remain mobile, relying on what exists in nature for shelter and protection.
As the Chernasardo Rangers grew, they required stronger, more permanent defenses against invaders.
Scattered throughout the Fangwood are strongholds built long before the nation found its name, when Cheliax—and Taldor before that—laid claim to the land. Though the forest long ago overran many of these forts, their foundations still stood strong. The freedom fghters thought it ftting to reclaim these forts as their own, another act of rebellion to help bolster their morale.
Fort Ristin is one of the oldest and most impressive of these strongholds.
Its sturdy walls and high towers make it a formidable stronghold, and its location near the edge of Chernasardo territory makes it an ideal base for border patrols. While the fort’s architecture is distinctly Chelish, the freedom fghters have gone to great lengths to scour it of all other signs of its previous owners, though they still take advantage of its more opulent features.
Fort Nunder is more of a storehouse than a fortress. Built into the side of a steep hill called Nunder Scarp, the fort is so inhospitable that it serves as merely a brief stop where freedom fghters and weary travelers can rest and resupply. A handful of barracks are available, but the bulk of the fort is dedicated to storage space.
Fort Nunder also houses a vault constructed by a pair of competitive, perhaps overzealous trapsmiths. Both designed their own paths into the hill defended by an array of deadly traps. The vault is said to store specialized weaponry meant for emergencies, but it hasn’t been accessed in decades and is now largely forgotten.
Fort Trevalay is the one true stronghold built entirely by the Chernasardo Rangers. While the other bases boast impressive architecture, none of them fully met the rebels’ needs. Built atop a massive stone column in the center of a wide gully, this fortress is accessible only by collapsible rope bridges. It was constructed from the same stone that it rests upon, rendering it nearly indistinguishable from the natural rock formations at a distance. While most Nirmathi bases have undergone several rounds of renovations to suit various improvised uses, Fort Trevalay was designed from the start with a training hall, war room, and fully functional forge, as well as many other necessary accommodations.
In addition to the larger forts, there are several smaller hideouts secreted throughout the Fangwood. One such outpost is Fort Ozem, named for the Taldan crusaders who once used the area as a staging post in their war against the Whispering Tyrant. Some even say the fort was once home to Iomedae herself. While the interior is still serviceable, the outer walls have worn smooth with age and become overgrown with vegetation, such that the fort appears completely ruined from the outside. Unlike other forts, this is not a location meant to be defended— rather, it is meant to give the appearance that there is nothing and no one inside worth investigating. Still, the area surrounding the fort is littered with traps both magical and mundane. If enemies ever do draw near, the fort can be evacuated at a moment’s notice, leaving nothing of value and an indefensible position for anyone foolish enough to claim the fort for themselves.
Each fort is managed by a small staff of about a dozen quartermasters. These Rangers are typically older or less physically ft, but still wise, decisive, and tactically brilliant. They are responsible for most of the work the other rebels would consider tedious.
Unlike most of the Chernasardo Rangers, they don’t act as individuals, but make decisions by committee and collectively advise the wardens. They are responsible for gathering and compiling intelligence delivered by scouts, putting it to use in planning the large-scale operations that require several bands to cooperate closely. Their decisions ofen involve harsh and heated debates, but they almost always arrive at consensus quite quickly.
Those Rangers who are opposed to spending longer than necessary in any base are resourceful enough to fend for themselves. Some use tavern basements and cellars as secret meeting places. Others hide medicine, weapons, and other equipment deep in the forest’s underbrush, disguising these caches with fallen trees and animal burrows. It is also common practice to create temporary, mobile shelters, never leaving one in the same place for longer than a few days. Those who can use items like a hunter’s tree fort (Pathfnder RPG Advanced Class Guide 231) do so, while druids and sorcerers craf complex hideaways within trees and stones.[1]
JOINING THE CHERNASARDO RANGERS
None are barred from taking on the title of Chernasardo Ranger, so long as they embody the spirit of freedom that all Nirmathi carry. However, the title alone is worth little. Due to the disjointed and secretive nature of the organization, there is no ofcial process to join, nor is there a comprehensive record of members. Instead, deed and reputation are the most important factors in determining who is truly a Chernasardo Ranger.
There is some amount of deference to those who have proven themselves in combat, but also an immense respect for skilled healers, traders, and tacticians. An individual of great renown may be scouted as a candidate without realizing it. Members ofen approach a skilled civilian as a friend or seeking an apprenticeship, waiting weeks or even months to reveal their true motivations. Not everyone who is scouted this way makes it through the recruitment process, but those who do tend to become exemplary members.
Conversely, there are those who grew up hearing stories of the Chernasardo Rangers who want nothing more than to become one. Usually young and ambitious, these are ofen the frst to strike out against Molthuni soldiers in an attempt to make a name for themselves. While they may not always have much discretion at frst, they make up for it with raw talent and unorthodox strategies that catch enemies off their guard. These eager rebels rarely aspire to the upper echelon of the Chernasardo Rangers, instead remaining closer to the border, putting themselves in harm’s way for the sake of others.
It is common for a band to act independently for years before ever seeing a base or organizing with other members. When they do meet with others Chernasardo Rangers, they may briefly cooperate and exchange information before parting ways again. Over time, these informal connections become an expansive network of allies. In this way, new Rangers and Ranger bands gradually integrate themselves into the larger organization.
However, those who have yet to be fully initiated are rarely given explicit information. Over time, they may receive bits of a code from one contact and half of a cipher from another. Clues and hidden messages are concealed throughout the Fangwood, but very few know where to look. It takes dedication and patience to piece these hints together, but those who do are given all the tools they need to fnd a Chernasardo Ranger fort that will welcome them—and once they’ve found the frst fort, other secrets become readily available.[1]
TOOLS OF THE TRADE
Chernasardo Rangers ofen employ the following rules options in defending their forest home.
New Feats The guerrilla tactics of the Chernasardo Rangers are represented in the following new feats developed by the forest defenders.
Delayed Spell (Metamagic) You can set a spell to trigger on a delay.
Beneft: A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identifed with Knowledge (arcana) as a spell effect in place. A delayed spell uses up a spell slot 1 level higher than the spell’s actual level.
Quick Trapper Your trap-making profciency improves greatly.
Prerequisites: Learn Ranger TrapUM or trap class feature, Survival 5 ranks.
Beneft: When setting a ranger trap (Pathfnder RPG Ultimate Magic 64), you can do so as a standard action rather than a full-round action. If you do so, the trap DC is reduced by 5.
New spells Chernasardo Rangers have developed the following spells, which have begun to see use by the Rangers’ allies as well.[1]
SPECTRAL SCOUT
School conjuration (creation); Level bard 3, druid 3, ranger 3, shaman 3, sorcerer/wizard 3 Casting Time 1 minute Components V, S Range 1 mile Effect one incorporeal animal of size Tiny or smaller Duration 10 minutes/level (D) Saving Throw none; Spell Resistance no You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square. The creature emits a faint glow of a color you choose at the time of the spell’s casting, providing the illumination of a candle. It has the same statistics as the creature after which it is modeled (including ability scores, Armor Class, feats, senses, skills, and speed), but is incorporeal and has only 1 hit point. A spectral scout cannot attack, but can otherwise follow any basic instructions that could be given to a pet or animal companion of similar intelligence but without the need to make Handle Animal skill checks.
A spectral scout can communicate verbally with the caster but can’t be understood by others. A spectral scout can relay information it has directly witnessed with perfect clarity, including sights, sounds, and smells, but it cannot further interpret that information. For example, a spectral scout can report on how many individuals it sees, the direction they are going, and what equipment they carry; it can’t tell the caster whether the people were friend or foe, or their [1]objective.
SYLVAN HIDEAWAY
School conjuration (creation); Level druid 3, ranger 3, shaman 3 Casting Time 1 standard action Components V, S, M (one pound of unworked stone or wood) Range touch Target one 5-foot square of touched earth Duration 2 hours/level (D) Saving Throw none; Spell Resistance no When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12). The room is sealed by a 5-foot-square camouflaged trap door that can be locked from within. (This trap door has hardness 10 and 20 hit points per caster level; the Perception DC to see the hidden trap door equals the spell’s save DC.) The door and room are made of the same material of the material component used to cast the spell. You can choose the shape and confguration of the room when you create it; however, any furnishings (tables, beds, etc.) in the room are made of the same material as the room and cannot be moved once created. When the spell ends, anything inside the space is ejected to the surface in the nearest available square. NEW PRESTIGE CLASS: CHERNASARDO WARDEN Chernasardo warden is a title that few can reasonably hope to earn. Among the freedom fghters, wardens have proven themselves again and again, taking on enemies that threaten the fate of Nirmathas. With their unmatched martial prowess and tactical skills, Chernasardo wardens are masters of the forest. They specialize in neutralizing enemies without being seen, but they are not a threat to be taken lightly even in close-quarters combat.
This title is earned only by those who have overcome insurmountable odds and survived unimaginable danger. There are just a handful of wardens alive at any given time, as it is a position that places one in constant peril. Wardens set themselves apart by wearing crests or armor fashioned from trophies won in battle.
Traditionally, these were made from the horns or hide of great beasts of the Fangwood, but in recent years, regalia of high-ranking Molthuni ofcials has become more common. Only the Nirmathi forest marshal commands more respect than a warden among the Chernasardo Rangers.
Hit Die: d8.
RequiRemeNts To qualify to become a Chernasardo warden, a character must fulfll all the following criteria.
Alignment: Any nonevil and nonlawful.
Base Attack Bonus: +5.
Skills: Stealth 5 ranks, Survival 5 ranks.
Special: You must defeat an evil enemy of a CR 5 levels higher than your character level. This victory must be witnessed by a Chernasardo Ranger.
Class skills The Chernasardo warden’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Spellcraf (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 6 + Int modifer.
Class FeatuRes All of the following are class features of the Chernasardo warden prestige class.
Weapon and Armor Profciency: Chernasardo wardens are profcient with all simple and martial weapons, and light armor and bucklers.
Forest Magic (Sp): A Chernasardo warden is one with the forest and gains a number of spell-like abilities due to this arboreal afnity. She uses her Chernasardo warden level as her caster level. She can select one of the following spells to gain as a spell-like ability at 1st level, usable once per day: alarm, detect snares and pits, endure elements, entangle, jump, longstrider, or pass without trace. Spell-like abilities selected from this list can be used three times per day at 3rd level and fve times per day at 5th level.
At 3rd level she gains a second spell-like ability and adds the following spells to her available choices: fog cloud, snare, spider climb, and spike growth. Spell-like abilities selected from this list can be used once per day at 3rd level, three times per day at 5th level, and fve times per day at 7th level.
At 5th level she gains a third spell-like ability and adds the following spells to her available choices: barkskin, cure light wounds, darkvision, gravity bowAPG, lead bladesAPG, plant growth, and spectral scout (see page 67). Spell-like abilities from this list can be used once per day at 5th level, three times per day at 7th level, and fve times per day at 9th level.
At 7th level she gains a fourth spell-like ability and adds the following spells to her available choices: commune with nature, cure moderate wounds, nondetection, sylvan hideaway (see page 67), and tree shape. Spell-like abilities selected from this list can be used once per day at 7th level and three times per day at 9th level.
At 9th level, she gains a ffh spell-like ability and adds the following spells to her available choices: cure serious wounds, discern lies, freedom of movement, and tree stride.
Spell-like abilities selected from this list can be used once per day.
Unchained Heart (Ex): A Chernasardo warden’s free spirit goes far beyond simple stubbornness. At 1st level, she gains a +2 bonus on Will saving throws made against compulsions and mind-affecting effects. If she succeeds at this saving throw, the Chernasardo warden gains a +1 bonus on attack rolls against the source of the spell or effect for 1d4 rounds. The bonus on saving throws increases to +3 at 4th level and +4 at 7th level.
Aligned Class (Ex): Chernasardo wardens come from all walks of life, each offering a unique perspective and skill set. At 2nd level, a Chernasardo warden must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for one additional level of her aligned class as if she had gained a level in it. She gains the class features of an additional level of her aligned class at 4th, 6th, 8th, and 10th levels.
She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.
Bonus Feats: At 2nd, 5th, and 8th levels, a Chernasardo warden gains a bonus feat. She must meet the bonus feat’s prerequisites. She can choose one from the following list (feats marked with an asterisk [*] appear on page 67; those marked with a dagger [†] can be found in Pathfnder Player Companion: Weapon Master’s Handbook): Broken Wing GambitUC, Combat Expertise, Combat PatrolAPG, Delayed Spell*, Greater Dirty TrickAPG, Improved Dirty TrickAPG, Learn Ranger TrapUM, Overwatch Style†, Overwatch Tactician†, Overwatch Vortex†, Paired OpportunistsAPG, Quick Trapper*, Shot on the Run, Silent Spell, Spring Attack, Still Spell, Target of OpportunityUC, Weapon Trick†, and Whirlwind Attack.
Guerrilla Tactics (Ex): A Chernasardo warden is an expert at hit-and-run attacks, sabotage, and subterfuge. At 3rd level, she can use the following tactics in combat.
She can gain the bonus of only a single tactic at a time, but can switch between them as a swif action. If the Chernasardo warden becomes confused, frightened, panicked, or shaken, she cannot gain any bonuses from guerrilla tactics for as long as the condition persists.
Exploit Weakness: When flanking an enemy, a Chernasardo warden can forgo the +2 bonus on attack rolls from flanking until the start of her next turn in order to further punish the foe. On a successful hit against a flanked enemy while forgoing the attack bonus, the Chernasardo warden can perform a disarm, sunder, or trip combat maneuver against the target as a swif action at her full base attack bonus. This action still provokes attacks of opportunity as normal.
Sneak Attack: A Chernasardo warden gains sneak attack +1d6. This increases to +2d6 at 6th level and +3d6 at 9th level.
Sniping Prowess: The Chernasardo warden takes advantage of any available cover. Her penalty on Stealth checks to snipe changes to –16. The penalty changes to –12 at 6th level and –8 at 9th level.
Sprite Step: When moving through wooded terrain, the Chernasardo warden gains a +4 competence bonus on Acrobatics and Climb checks. While climbing, she does not lose her Dexterity bonus to AC and does not take a penalty for climbing quickly.
Advanced Tactics (Ex): At 6th level, a Chernasardo warden adds the following tactics to her list of choices.
Preemptive Strike: The Chernasardo warden strikes before her targets can react. When acting during a surprise round, she can take one move action and one standard action. She cannot take a full-round action during a surprise round, as normal.
Trick Shot: This tactic allows the Chernasardo warden to attempt Dirty Trick combat maneuver checks with a ranged weapon at a –4 penalty. At 9th level, this penalty changes to –2.
Second Tactic (Ex): At 9th level, a Chernasardo warden is able to beneft from two tactics at a time. She can change one of these at a time as a swif action.
Phantom Strike (Ex): At 10th level, a Chernasardo warden becomes a true master of the battlefeld. She can always move at her full speed across nonmagical difcult terrain and does not take movement penalties due to poor visibility.
A number of times per day equal to her Intelligence modifer, when the Chernasardo warden deals weapon damage to an opponent who is unaware of her presence, she can deal an additional 2d6 points of precision damage or cause the target to cower for 2d6 rounds. The target receives a Will saving throw to negate the cowering effect (DC = 10 + half the Chernasardo warden’s character level + her Intelligence modifer)
Level BAB Fort Save Ref Save Will Save Special 1st +0 +0 +1 +1 Forest magic 1, unchained heart +2 2nd +1 +1 +1 +1 Aligned class, bonus feat 3rd +2 +1 +2 +2 Forest magic 2, guerrilla tactics
4th +3 +1 +2 +2 Aligned class, unchained heart +3
5th +3 +2 +3 +3 Bonus feat, forest magic 3 6th +4 +2 +3 +3 Advanced tactics, aligned class 7th +5 +2 +4 +4 Forest magic 4, unchained heart +4 8th +6/+1 +3 +4 +4 Aligned class, bonus feat 9th +6/+1 +3 +5 +5 Forest magic 5, second tactic 10th +7/+2 +3 +5 +5 Aligned class, phantom strike [1]