Ranger (Infiltrator+Witchguard) 4 Class Features
The Ranger's class skills are Climb (Str), Craft (Int),
Handle Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
A witchguard adds Knowledge (nobility) and Sense Motive to his list of class skills, and removes Handle Animal and Knowledge (dungeoneering) from his list of class skills.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex):
Undead+2
At 1st level, a ranger selects a creature type 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. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):A ranger adds half his level (1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): Like Diplomacy to improve attitude with rolling d20+Ranger class level+Cha Mod. Target need to be within 30 ft and have normal visibility.
Combat Style Feat (Ex): Weapon and Shield
If the ranger selects weapon and shield, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.
Adaptation (Ex): Ability chosen: Natural Armor +2
Select 1 ability from the list on his favored enemy. A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments.
Bodyguard (Ex):At 3rd level, a witchguard gains BodyguardAPG as a bonus feat, even if he doesn’t meet the prerequisite. This ability replaces endurance.
Defend Charge (Ex): At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1).
At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day. This ability replaces hunter’s bond.
Patron (Su): A witchguard learns something of arcane magic from the witches he defends. At 4th level, when a witchguard gains the ability to cast spells, he must also select a patron, as the witch class feature (Selected: Strength). The witchguard adds the first four spells from his patron’s spell list to his ranger spell list. The witchguard cannot cast patron spells of a level he is unable to cast.
Spells added: divine favor, bull's strength, greater magic weapon, divine power