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.
In addition, whenever the divine warden attacks a favored enemy, the divine warden can release a wave of energy by channeling the power of his faith through his deity’s chosen weapon, as an immediate action. This channeled energy causes a burst that affects all creature types of one of the divine warden’s favored enemies in a 30-foot radius centered on the divine warden. The amount of damage dealt is equal to 1d6 points of damage against his 1st favored enemy. This damage increases by 1d6 against any one favored enemy (including his 1st favored enemy) at each interval that the divine warden selects a new favored enemy (10th, 15th, and 20th level). Thus, a 10th level divine warden would channel 3d6 points of energy damage against his 1st favored enemy, 2d6 energy damage against his 2nd, and 1d6 energy damage against his 3rd. The divine warden can channel energy in this manner a number of times per day equal to 3 + his Charisma modifier. This ability otherwise functions as favored enemy and replaces favored enemy and favored terrain.
Domain: At 1st level, a divine warden may select any one of his deity’s domains or associated subdomains, and gains the powers and spells of that domain as normal. This ability replaces quarry, camouflage, hide in plain sight, and improved quarry.
Combat Style Feats: This is exactly like the ranger ability of the same name, except that the divine warden must choose combat feats associated with his deity’s favored weapon.
Spontaneous Casting: At 3rd level, a divine warden gains the cleric’s spontaneously casting ability, except that the divine warden can channel stored spell energy into “cure” spells or any of her domain spells.
Divine Hunter’s Bond (Su): At 4th level, the divine warden gains the ranger’s hunter’s bond ability, but with the following changes. If the divine warden bonds with his companions, he can spend a move action to grant his companions half his channel energy damage (rounded down) against a single target of the appropriate favored enemy type within 30 feet. If the divine warden bonds with an animal companion, the companion gains either the celestial, entropic, fiendish, or resolute template at 11th level, as determined by the divine warden’s alignment. A neutral divine warden may select any one of these templates as he desires. This ability otherwise functions as and replaces hunter’s bond.
Divine Hunter (Su): At 20th level, the divine warden becomes a divine hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the divine warden may spend two uses of his channel enemy to deal 10d6 of energy damage of the divine warden’s type to the target. In addition, the target must make a Will save (DC 10 + 1/2 the divine warden’s level + the divine warden’s Charisma modifier) or gain one of the following three effects:
The target can be...
blinded for 1d4 hours
fatigued, or
frightened for 2d6 rounds
A successful save negates this effect. A divine warden can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period. This ability replaces master hunter.
Table: Divine Warden
Note: “+1” represents the domain spell slot