Languages: Common, Elven, Sylvan, Undercommon
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SPECIAL ABILITIES
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Master of Terrain (Ex):
At 1st level, a warden selects her first favored terrain. She gains another one at 3rd level, and then every five levels thereafter.
The warden gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
At 3rd level and every five levels thereafter, the warden may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
Forest: +2
Urban: +4
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; she simply uses whichever bonus is higher.
Live in Comfort (Ex):
A warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
Terrain Bond (Ex):
A warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires.[/b]
Able Explorer (Ex):
When making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher.[/b]
[Spoiler=Track (Ex)]A warden adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance (Ex):
A ranger gains Endurance as a bonus feat at 3rd level.
•Elven Immunities (Ex): Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
•Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level: Skill Focus(Acrobatics)
•Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
•Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.