Revised Ranger Core Class
Game Rule Information: Rangers have the following game statistics.
Hit Die: d10.
The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration
(Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Use Rope (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 6 in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon & Armor Proficiency:
A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that wearing armor heavier than leather imposes a penalty to the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. of armor or equipment carried.
As a divine caster, with caster level equal to half the Ranger level.
Track: A ranger gains Track as a bonus feat (see the Track feat description in the PHB).
Bonus Feats: At 1st level, the ranger gets a bonus feat in addition to the feat that any 1st-level character gets or the bonus feat granted to humans. The ranger gains an additional bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th and 20). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Favored Enemy Critical Strike, Favored Enemy Strike, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Two-Weapon Fighting
(Improved Two-Weapon Fighting),Weapon Finesse, and Weapon Focus.
Favored Enemy: At 1st level, a ranger may select a type of creature (see list below) as a favored enemy. Due to their extensive study of their foes and training in the proper techniques for combating them, rangers gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness checks and to damage rolls if within 30 feet. The damage bonus does not apply to creatures that are immune to critical hits. When the ranger selects a new favored enemy, the bonus against previous favoured enemies goes up by +1. For example, a 12th-level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1. The Ranger Favored Enemies table that follows lists possible categories for a ranger’s favored enemy.
Trackless Step: As the Druid ability.
Ranger Favored Enemies List
Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Specific
Humanoid type, Magical beasts, Oozes, Specific Outsider type, Plants, Shapechangers, Undead, Vermin
Note: Rangers may not select “humanoid” or “outsider” as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as devils, efreet, or slaadi).
Faultless Track: Rangers with this ability can track even those using Pass Without Trace or similar magic with a -10 penalty.
Monte Cook for his suggestions www.MonteCook.com