Divine Warden (Ranger/Cleric)

Most rangers are content to roam the lands under their protection without giving thought to the concerns of the civilized world. However, these guardians of the land will occasionally seek divine training at the hands of one the temples, typically those who hold the animals, forests, of other aspects of the natural world in high esteem. These then are the divine warden’s, rangers called by the voice of deity to defend their realm in the name of their god. Bestowed with divine power, the divine warden hunts down his enemies and those of his deity with great fervor, and once found, unleash the energies infused within him to strike down his foes. It is no surprise that to the divine warden, one thing is paramount–the protection of the natural realm he has chosen to defend, and wield the power divinely invested within him to that end. (Original Concept by Bardess)

Primary Class: Ranger.

Secondary Class: Cleric.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The divine warden may select three cleric skills to add to his class skills in addition to the normal ranger class skills. The divine warden gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The divine warden is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields). The divine warden is also proficient with the favored weapon of his deity.

Spellcasting: A divine warden casts divine spells which are drawn from the ranger spell list and adds all domain spells from each of his deity’s domains to his spell list. A divine warden’s alignment may restrict him from casting spells opposed to his moral and ethical beliefs, as a cleric. He must choose and prepare his spells in advance, and in the same manner as a ranger. He also gains one domain spell slot per spell level per day that can only be used to cast his domain spell. A divine warden can cast only a certain number of spells of each spell level per day according to his daily allotment, as shown on the Table: Divine Warden. The divine warden gains bonus spells for a high Wisdom score. This ability otherwise functions as and replaces the ranger’s spellcasting ability.

Aura (Su): This is exactly like the cleric ability of the same name. This ability replaces wild empathy.

Channeled Enemy (Ex): At 1st level, a divine warden selects a creature type (or subtype if humanoid or outsider is selected) from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy, and applies the same +2 bonus to attack, damage, and skill check rolls as above. This bonus does not increase for subsequent favored enemies whenever the divine warden selects a new favored enemy.