The Guardians are a spellcasting variant of the Ranger class found in the PH.
Guardians are treated as the Ranger rules in the PH, with the following changes:
Hit Die: d8.
Skill Points at 1st Level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Treat the Guardian as if they were a Ranger one level lower than they are for purporses of BAB. First level Guardians have a BAB of +0.
Rangers get the better Reflex save numbers. Use the same numbers as the Foritude saves for Reflex saves.
Remains unchanged. Note that 3.5e will eliminate the Beast category. All creatures currently in that category will be placed into either the Animal or the Magical Beast category.
Guardians have spell casting abilities. Use the table in the PH's Ranger entry for Spells pre Day, treating the Guardian as if they were Ranger level +2 for this chart.
Guardians of Wajen must like clerics, have a Prayer List. The size of this list is triple the base number of spells per day castable + WIS modifier.
Currently, Guardians may choose from any ranger spells listed in the PH, DotF, BoHM, MoF, MotW and R&R. Note however that there are a number of spells on those lists that will not be allowed to Guardians in our campaign. Eventually, we will create a spell list of allowable spells.
Rangers receive Track as a bonus feat at 1st level.
A ranger at 4th level chooses a Path to follow for a combat style. At 4th level, and every four levels thereafter (4th, 8th, 12th 16th, 20th), the Ranger may take a bonus feat that is on that path.
Paths include: Archer, Mounted Combat, Two-Weapon Fighting and Expertise.
Sample feats in each Path:
Path of the Archer: Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Path of the Horseman: Mounted Combat, Trample, Ride-By Attack, Spirited Charge
Path of the Claws: Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting
Path of the Expert: Expertise, Improved Disarm, Improved Trip, Whirlwind Attack