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 feats at the indicated level, regardless of the type of combat style he has chosen. If any of the following feats have the Improved Unarmed Strike feat as a prerequisite, its effects are applied to the elemental warden’s melee attacks instead. Any combat style feat that affects Elemental Fist likewise affects the elemental warden’s Elemental Strike ability.

Air: Djinni Style (2nd), Djinni Spirit (6th), Djinni Spin (10th).

Earth: Shaitan Style (2nd), Shaitan Skin (6th), Shaitan Earthblast (10th).

Fire: Efreeti Style (2nd), Efreeti Stance (6th), Efreeti Touch (10th).

Water: Marid Style (2nd), Marid Stance (6th), Marid Coldsnap (10th).

Terrain Bond (Su): At 3rd level, an elemental warden forms a bond with a one of the elemental planes. Whenever the elemental warden is on that plane or its associated terrain, he gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill. An elemental warden traveling through either his bonded plane of its associated terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the elemental warden’s skill bonus and initiative bonus in his favored plane or its associated terrain increases by +2. The elemental warden may not choose any additional favored terrains. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

An elemental warden bonds with the following elemental plane and one of its associated terrains, as determined by his elemental affinity.

Air: Elemental Plane of Air; Mountains or Plains.

Earth: Elemental Plane of Earth; Forest, Mountains, or Underground.

Fire: Elemental Plane of Fire; Desert or Jungle.

Water: Elemental Plane of Water; Cold, Swamp, or Water.

This ability otherwise functions as and replaces favored terrain.

Elemental Bond (Su): At 4th level, an elemental warden forms a stronger bond with his elemental affinity. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his chosen element itself. An elemental warden gains the wizard’s arcane school ability (see Arcane School in the Wizard’s description) and must select the elemental school associated with his elemental affinity (Air, Earth, Fire, or Water). The elemental warden gains his 1st level school abilities at 4th level and any subsequent abilities at the indicated levels. School abilities function as normal, and use the elemental warden’s level as his equivalent wizard level when determining its effects (uses per day, damage, duration, etc.).

In addition, an elemental warden adds his elemental spells to his spell list at the indicated spell levels. This bond allows him to spend a move action to grant half his elemental enemy bonus against a single target of the appropriate subtype to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the elemental warden's Wisdom modifier (minimum 1). This bonus does not stack with any elemental enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. An elemental warden who selects an animal companion can choose from those listed on the druid’s Animal Choices table, but must choose an animal associated to his terrain bond. This animal is a loyal companion that accompanies the elemental warden on his adventures as appropriate for its kind. An elemental warden's companion shares his elemental enemy and terrain bond bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature) except that the elemental warden's effective druid level is equal to his elemental warden level –3. At 11th level, the animal companion gains the Elemental-Infused* template of the appropriate subtype (air, earth, fire, or water). (*Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.)

This ability replaces hunter’s bond.

Elemental Enemy: At 5th level, an elemental warden must select an Outsider with the elemental subtype that opposes his elemental affinity as his 1st elemental enemy. The following elements are opposed: air and earth, or fire and water. He must also choose an Outsider with the elemental subtype as his subsequent elemental enemies. This ability otherwise functions as favored enemy and replaces 2nd, 3rd, 4th, and 5th favored enemy.

Planar Adaptation (Sp): At 7th level, an elemental warden can use planar adaptation as a spell-like ability for 10 minutes per elemental warden level. These minutes do not need to be consecutive, but must be used in 10 minute increments. This ability replaces woodland stride.

Terrain Mastery: At 11th level, an elemental warden gains mastery over the elemental plane and its associated terrain he has already selected for terrain bond. When within either his elemental plane or associated terrain the elemental warden may, as a move action, grant a +2 bonus on Climb, Stealth, Perception, and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the elemental warden’s Wisdom modifier (minimum 1).

Mastery of both the elemental plane and its associated terrain has additional benefits, outlined below. The elemental warden gains the following benefits of both his elemental plane and its associated terrain at all times, whether or not he is in the relevant plane or terrain. This ability replaces quarry.

Cold: The elemental warden gains cold resistance 10.

Desert: The elemental warden gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.

Forest: The elemental warden gains a +4 competence bonus on Stealth checks.

Jungle: The elemental warden gains a +4 competence bonus on Escape Artist checks and increases his CMD against grapple maneuvers by +4.

Mountain: The elemental warden gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.

Plains: The elemental warden’s movement is not reduced by wearing medium armor or carrying a medium load.

Plane of Air: The elemental warden gains a +4 competence bonus on Fly checks and +1 competence bonus on all attack and damage rolls against flying creatures. He gains the ability to breathe air if he cannot already do so.

Plane of Earth: The elemental warden gains DR 1/adamantine.

Plane of Fire: The elemental warden gains fire resistance 10.

Plane of Water: The elemental warden gains a +4 competence bonus on Swim checks and a +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so.

Underground: The elemental warden gains Blind-Fight as a bonus feat.

Water: The elemental warden gains a +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so.

Terrain Dominance: At 19th level, an elemental warden learns total dominance over the elemental plane and associated terrain he has already selected for terrain mastery. When dealing with creatures native to either the elemental plane or its associated terrain, the elemental warden treats his terrain bond bonus for those terrains as an elemental enemy bonus (as the elemental enemy class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting an elemental enemy.

Dominance of both the elemental plane and its associated terrain has additional benefits, outlined below. The elemental warden gains the following benefits of both his elemental plane and its associated terrain at all times, whether or not he is in the relevant plane or terrain. This ability replaces improved quarry.

Cold: The elemental warden gains cold resistance 20 (this replaces the elemental warden’s cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.

Desert: The elemental warden gains fire resistance 10 and immunity to fatigue.

Forest: The elemental warden gains hallucinatory terrain as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level). The elemental warden can only use this ability to create illusory forests.

Jungle: The elemental warden gains charm monster as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level). This charm only affects animals, magical beasts, and creatures primarily found in the jungle.

Mountain: The elemental warden gains DR 2/adamantine.

Plains: The walker’s base speed increases by +10 feet.

Plane of Air: The elemental warden gains fly as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level).

Plane of Earth: The elemental warden gains trem

orsense with a range of 30 feet. He must be at least 5th level before selecting this plane for this ability.

Plane of Fire: The elemental warden gains fire resistance 20 (this replaces the character’s fire resistance from mastery of the Plane of Fire terrain) and a +1 competence bonus on all attack and damage rolls again creatures of the fire subtype.

Plane of Water: The elemental warden’s movements and actions are not hampered when underwater. This allows him to speak, make attacks, and cast spells normally underwater (as if using freedom of movement).

Underground: The elemental warden gains darkvision with a range of 60 feet. If he already has darkvision 60 feet, its range extends by 60 feet.

Water: The elemental warden gains a swim speed of 20 feet. If he already has a natural swim speed, his swim speed increases by +20 feet.

Elemental Apotheosis (Su): At 20th level, an elemental warden’s body surges with elemental power. Once per day, as a standard action, the elemental warden can transform into a Large elemental of the same type as his elemental affinity. This ability functions as elemental body III with a caster level equal to his elemental warden level. In addition, the duration of the elemental warden’s planar adaptation ability increases to 1 hour/level. This ability replaces master hunter.

Table: Elemental Warden