Warden FAQ
What ability scores are best for a Warden?
Dexterity and Wisdom are the Warden's primary abilities. Dexterity supports ranged and finesse weapons, initiative, and common scouting skills, while Wisdom powers the calling's awareness and threat-detection identity. Constitution is a useful third priority for a d10 martial character. Under the multiple-calling rules, Warden requires Wisdom 13.
The Warden's highlighted ability pair is Dexterity and Wisdom.
Dexterity
Dexterity supports:
- ranged attacks;
- finesse attacks;
- initiative;
- Stealth;
- Armor Class in lighter armor;
- Dexterity saving throws.
Forayer benefits particularly strongly from a high Dexterity score.
Wisdom
Wisdom supports:
- Rumour of the Earth;
- Perception;
- Hunting and tracking identity;
- Insight;
- Survival-style play;
- Forayer initiative through Ambusher.
It is also one of the Warden's saving throw proficiencies.
Constitution
Constitution improves hit points on top of the d10 Hit Die.
A front-line Warden benefits from stronger durability.
Strength
Strength can still be useful for a melee Warden using non-finesse martial weapons.
It is also one of the calling's saving throw proficiencies.
The exact weapon build determines whether Strength should rise above Constitution.
Multiclassing
The multiple-calling requirement is:
Wisdom 13
Practical priority
Typical ranged/Forayer Warden:
Dexterity → Wisdom → Constitution → remaining abilities
Typical melee Hunter:
Strength or Dexterity according to weapon → Wisdom → Constitution → remaining abilities