DIVINE GUIDE (ARCHETYPE)
Most rangers claim to understand nature, but few truly know its secrets. The divine guide eschews many traditional ranger abilities to learn the esoteric magics of the wild, channeling its verdant power to aid allies.
Favored Adversary (Ex): At 1st level, a divine guide learns how to best engage a particular foe without being harmed. This functions as and replaces favored enemy, but instead of the normal bonuses, he gains a +1 bonus on Knowledge, Perception, Sense Motive, and Survival checks, as well as a +1 bonus to AC, CMD, and saving throws against the extraordinary, spell-like, and supernatural abilities of those creatures.
Whenever the divine guide would gain a new favored enemy, he instead gains a new favored adversary. Also, rather than increasing a single adversary’s bonus by +2, all of his favored adversary bonuses (including the one just gained) increase by +1. This otherwise acts as and replaces favored enemy, and any abilities that function with favored enemy instead benefit favored adversary.
Remedy (Su): At 2nd level, the divine guide gains remedy, as the warden class feature of the same name and using his ranger level as his warden level. As he does not have wards, he must use remedy on either himself or an ally adjacent to him.
Hunter’s Bond (Ex): A divine guide must choose to bond with his companions, letting him share the benefit of his favored adversary with all allies within 30 feet, though it lasts a number of rounds equal to 1/2 his level + his Wisdom modifier, instead of the normal duration. In addition, he may use his remedy on any ally currently benefiting from his hunter’s bond, as long as they are within close range (25 ft. + 5 ft./2 levels). This alters hunter’s bond.
Secrets: At 4th level, the divine guide learns a single secret, as the warden feature of the same name. He must use his ranger level as his warden level to qualify for the secret. He gains an additional secret for every three levels gained after 4th. This ability replaces the divine guide’s spells. Divine guides do not gain any spells or spellcasting ability and cannot use spell trigger and spell completion magic items (without Use Magic Device).
Designate Threat (Ex): At 11th level, the divine guide can use a move action to designate one foe as a great threat to his allies. If that foe is not one of his favored adversaries, the creature is immediately treated as one of his adversaries. If it was already one of his favored adversaries, he adds his favored adversary bonus to attack and damage rolls against that foe. This bonus extends to his allies should he use his hunter’s bond to share his favored adversary bonus with them against the designated threat.
He may only have one designated threat at a time. He can dismiss the effect at any time as a free action, but cannot select a new threat for 24 hours. If the divine guide has proof the adversary is no longer a threat, he can select a new threat after 1 hour. This replaces quarry.
Imminent Threat (Ex): At 19th level, the divine guide’s ability to call out threats improves. He may use designate threat as a free action. If a threat is dismissed or otherwise ended, he can select a new one after 10 minutes have passed. This replaces imrpoved quarry.
Master Guide (Ex): At 20th level, the divine guide gains masterful insight against his foes’s attacks. He becomes immune to critical hits and sneak attacks from his favored adversaries. When he shares his favored adversary bonus with allies, they gain a 50% chance to negate critical hits and sneak attacks made by that favored adversary: this does not stack with other sources that prevent critical hits, such as fortification. This replaces master hunter.