Elemental Warden (Ranger/Wizard)

Rangers tend to dwell as lone guardians of their chosen terrain. However, some delve further into the bond between man and the land, developing a strong affinity towards a particular element of the natural world–air, earth, fire, or water. These protectors, otherwise known as elemental wardens, draw upon elemental magic to increase the power of their spells, obtain special resistances, or alter their transform their animal companions into creatures of the elemental planes. (Original Concept by Elghinn Lightbringer)

Primary Class: Ranger.

Secondary Class: Wizard.

Alignment: Any.

Hit Dice: d8.

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

Weapon and Armor Proficiency: The elemental warden is proficient with all simple and martial weapons. An elemental warden is also proficient with light and medium armor.

Spellcasting: The elemental warden casts divine spells drawn from the ranger’s spell list, and adds his elemental school spells to his list at the indicated spell levels (see Elemental School). An elemental warden otherwise learns, prepares, and casts spells as a ranger equal to his elemental warden level. An elemental warden receives bonus spells per day if he has a high Wisdom score.

Elemental Affinity: An elemental warden has a strong affinity towards one of the primary elements and must select one of the following elements: air, earth, fire, or water. The elemental warden gains Aquan (water), Auran (air), Ignan (fire), or Terran (earth) as a bonus language as determined by his affinity. The elemental warden can use the ranger’s wild empathy ability, except that he can only use it against creatures with a subtype equivalent to that of his chosen elemental affinity. This ability otherwise functions as and replaces wild empathy.

Elemental Strike (Su): At 1st level, an elemental warden can, as a swift action, infuse his weapon with elemental power. On a successful hit, the elemental warden’s attack deals damage normally plus 1d6 points of damage + 1 per elemental warden level of an energy type as determined by the elemental warden’s elemental affinity: acid (earth), cold (water), electricity (air), fire (fire). An elemental warden must declare that he is using this ability before he makes his attack roll (thus a failed attack roll wastes the attempt). An elemental warden may attempt an elemental strike attack once per day at 1st level and again at 4th level and every four levels thereafter. For any combat style feats listed below, Elemental Strike counts as the Elemental Fist feat. This ability replaces 1st favored enemy.

Combat Style Feats (Ex): This is exactly like the ranger ability of the same name, except that he gains access to additional combat style feats, as determined by his elemental affinity. An elemental warden may choose from the following feats as one of his combat style fe