Emulating the blazing phoenix, flamewardens sweep through the world like a selective forest fire, burning away corruption, evil, and those who cling to decay.
Touch of Flame (Su)
At 4th level, a flamewarden can cause his weapons to burst into flame. As a standard action, the ranger can grant a single weapon he holds the flaming special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A flamewarden can use this ability a number of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by this ability gain the flaming burst special ability instead.
This replaces hunter’s bond.
This alters the ranger’s spells.
Stoking the Embers (Sp)
At 9th level, a flamewarden can fan the last spark of a recently slain creature’s life force back into a full flame. Once per day as a standard action, a flamewarden can touch the corpse of a creature that has died within 1 round to grant it the effects of breath of life.
This replaces evasion.
Burning Renewal (Su)
At 12th level, a flamewarden can use the cleansing power of fire to remove afflictions from his body, mind, and soul. When the flamewarden takes 5 or more points of fire damage, he can remove one of the following conditions: fatigued, shaken, or sickened. Alternatively, he can remove 1 point of ability damage or drain from an ability score of his choice.
If the flamewarden takes 10 or more points of fire damage, he can remove one of the following conditions: exhausted, frightened, or nauseated. Alternatively, he can remove 1d6 points of ability damage or drain from an ability score of his choice.
The ranger can use this ability only once each time he takes fire damage, regardless of how much damage it deals over the required amount. He can use this ability a number of times per day equal to 3 + her Wisdom modifier.
This replaces camouflage.
Phoenix Rising (Su)
At 16th level, if a flamewarden dies, his body explodes in a conflagration in a 20-foot spread. Each hostile creature in the area takes 10d6 points of fire damage unless it succeeds at a Reflex save (DC = 10 + half the ranger’s level + his Constitution modifier) for half damage. The flames don’t harm the flamewarden’s allies, who instead are healed 5d6 points of damage, and any poisons they are currently suffering are neutralized as per neutralize poison. The flamewarden’s body is reduced to ashes by the explosion.
At 20th level, the flamewarden gains immunity to fire, and once per week, the flamewarden rises from the ashes of his own destruction 1 round after dying. The flamewarden’s body re-forms with all his equipment, and he returns to life with half his maximum hit points. Any ability scores that were 0 become 1, and non-magical diseases and poisons are cured. A limited wish, miracle, or wish spell cast before he rises from the ashes prevents him from doing so, as does the area of an unhallow effect.
This replaces improved evasion and master hunter.
Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.