Hit Die: d8
Class Skills: Athletics (Str), Craft (Int), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Cha), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good, Reflex: Good, Will: Good.
1: Wilderness Lore, Hunter
2: Camouflage, Subtle Cut
3: Apprentice herbalism
4: Apprentice incense
5: Bonus feat, Fletchery
6: Frogs and Mushrooms, Ensnare
7: Journeyman herbalism
8: Journeyman incense
9: ?
10: ?
11: ?
12: ?
13: ?
14: Master herbalism
15: Master Incense
Weapon and armor proficiency: Rangers are proficient with all Simple weapons as well as bows and martial axes. Rangers are proficient with light armor but not shields.
Wilderness Lore: A ranger can use her Survival skill in place of Search, Knowledge (dungeoneering), and Knowledge (nature).
Camouflage (Ex): A ranger can spend a full round action to hide all allies within 10', using the result of her Hide check in place of their own. This can be sustained as a move action, and otherwise expires when one of the protected creatures moves.
Bonus feats: Must be a combat or skill feat.
Herbalism (Ex): A ranger can attempt to gather herbs and natural substances with medicinal properties by spending 5 minutes and making a survival check. The DC for the survival check is ten plus twice the level of the herbs to be found. The herbs remain potent for one hour after being harvested.
- Apprentice: bear's endurance, cure light wounds, delay poison, lesser restoration, owl's wisdom.
- Journeyman: cure serious wounds, neutralize poison, remove disease, restoration.
- Master: greater restoration, heal.
- Lesser incense: sleep, repel vermin.
- Moderate incense: deep slumber, confusion, stinking cloud.
- Greater incense: mass bear's endurance, mass owl's wisdom, mind fog, sympathy.
Frogs and Mushrooms: A ranger is able to make 1d4 doses of any nonmagical poison in the DMG with a DC equal to or less than 10 + 1/2 level + Wis by spending 10 minutes and making a Survival check with a DC equal to that of the poison. The poison degrades to uselessness at the end of the day.
Ensnare: A ranger can spend a minute and make a DC 15 Survival check to craft a nonmagical CR 1 trap. The trap uses the ranger's attack bonus, and may be poisoned.
Obviously unfinished. Any ideas?