All rangers have a bond with the wilderness, but the warden may have the strongest. This protector sits guard in the middle of the wilderness, keeping a lookout for any dangers that might spill from the deeper wilderness beyond, and protecting civilization from the savagery of nature—and vice versa. His long weeks, months, and sometimes years of isolation cause him to “hear” what the land is saying. Not all are crazy.
At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
This ability replaces all combat style feats.
At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires.
This ability replaces hunter’s bond.
At 20th level, a warden cannot be surprised and always acts as if he had rolled a natural 20 on any initiative check while within any of his favored terrains. A warden can always move at full speed while using Survival to follow tracks without penalty.